5e spell list with description

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Spell list for easy consultation

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  • Name Page # Level SchoolLight 255 0 EvocationMending 259 0 TransmutationGuidance 248 0 DivinationResistance 272 0 AbjurationSacred Flame 272 0 EvocationSpare the Dying 277 0 NecromancyThaumaturgy 282 0 TransmutationDetect Magic 231 1 DivinationProtection from Evil and Good 270 1 AbjurationShield 275 1 AbjurationBane 216 1 EnchantmentBless 219 1 EnchantmentCommand 223 1 EnchantmentCreate or Destroy Water 229 1 TransmutationCure Wounds 230 1 EvocationDetect Evil and Good 231 1 DivinationDetect Poison and Disease 231 1 DivinationGuiding Bolt 248 1 EvocationHealing Word 250 1 EvocationInflict Wounds 253 1 NecromancyPurify Food and Drink 270 1 TransmutationSanctuary 272 1 AbjurationBlindness/Deafness 219 2 NecromancyContinual Flame 227 2 EvocationGentle Repose 245 2 NecromancyHold Person 251 2 EnchantmentLocate Object 256 2 DivinationAid 211 2 AbjurationAugury 215 2 DivinationCalm Emotions 221 2 EnchantmentEnhance Ability 237 2 TransmutationFind Traps 241 2 DivinationLesser Restoration 255 2 AbjurationPrayer of Healing 267 2 EvocationProtection from Poison 270 2 AbjurationSilence 275 2 IllusionSpiritual Weapon 278 2 EvocationWarding Bond 287 2 AbjurationZone of Truth 289 2 EnchantmentAnimate Dead 212 3 NecromancyBestow Curse 218 3 NecromancyClairvoyance 222 3 DivinationDispell Magic 234 3 AbjurationFeign Death 240 3 Necromancy

  • Glyph of Warding 245 3 AbjurationMagic Circle 256 3 AbjurationProtection from Energy 270 3 AbjurationRemove Curse 271 3 AbjurationSending 274 3 EvocationTongues 283 3 DivinationBeacon of Hope 217 3 AbjurationCreate Food and Water 229 3 ConjurationDaylight 230 3 EvocationMass Healing Word 258 3 EvocationMeld into Stone 259 3 TransmutationRevivify 272 3 ConjurationSpeak with Dead 277 3 NecromancySpirit Guardians 278 3 ConjurationWater Walk 287 3 TransmutationBanishment 217 4 AbjurationControl Water 227 4 TransmutationLocate Creature 256 4 DivinationStone Shape 278 4 TransmutationDeath Ward 230 4 AbjurationDivination 234 4 DivinationFreedom of Movement 244 4 AbjurationGuardian of Faith 246 4 ConjurationGeas 245 5 EnchantmentLegend Lore 254 5 DivinationPlanar Binding 265 5 AbjurationScrying 273 5 DivinationCommune 223 5 DivinationContagion 227 5 NecromancyDispell Evil and Good 233 5 AbjurationFlame Strike 242 5 EvocationGreater Restoration 246 5 AbjurationHallow 249 5 EvocationInsect Plague 254 5 ConjurationMass Cure Wounds 258 5 ConjurationRaise Dead 270 5 NecromancyCreate Undead 229 6 NecromancyTrue Seeing 284 6 DivinationBlade Barrier 218 6 EvocationFind the Path 240 6 DivinationForbiddance 243 6 AbjurationHarm 249 6 NecromancyHeal 250 6 EvocationHeroes' Feast 251 6 ConjurationPlanar Ally 265 6 Conjuration

  • Word of Recall 289 6 ConjurationEtherealness 238 7 TransmutationPlane Shift 266 7 ConjurationSymbol 280 7 AbjurationConjure Celestial 225 7 ConjurationDivine Word 234 7 EvocationFire Storm 241 7 EvocationRegenerate 271 7 TransmutationResurrection 272 7 NecromancyAntimagic Field 213 8 AbjurationControl Weather 228 8 TransmutationEarthquake 236 8 EvocationHoly Aura 251 8 AbjurationAstral Projection 215 9 NecromancyGate 244 9 ConjurationMass Heal 258 9 ConjurationTrue Resurrection 284 9 NecromancyAcid Splash 211 0 ConjurationBlade Ward 218 0 AbjurationChill Touch 221 0 NecromancyDancing Lights 230 0 EvocationFire bolt 241 0 EvocationFriends 244 0 EnchantmentMage Hand 256 0 ConjurationMessage 259 0 TransmutationMinor Illusion 260 0 IllusionPoison Spray 266 0 ConjurationPrestidigitation 267 0 TransmutationRay of Frost 271 0 EvocationShocking Grasp 275 0 EvocationTrue Strike 284 0 DivinationDruidcraft 236 0 TransmutationEldritch Blast 237 0 EvocationProduce Flame 269 0 ConjurationShillelagh 275 0 TransmutationThorn Whip 282 0 TransmutationVicious Mockery 285 0 EnchantmentAlarm 211 1 AbjurationBurning Hands 220 1 EvocationCharm Person 221 1 EnchantmentChromatic Orb 221 1 EvocationColor Spray 222 1 IllusionComprehend Languages 224 1 DivinationDisguise Self 233 1 IllusionExpeditious Retreat 238 1 Transmutation

  • False Life 239 1 NecromancyFeather Fall 239 1 TransmutationFind Familiar 240 1 ConjurationFog Cloud 243 1 ConjurationGrease 246 1 ConjurationIdentify 252 1 DivinationIllusory Script 252 1 IllusionJump 254 1 TransmutationLongstrider 256 1 TransmutationMage Armor 256 1 AbjurationMagic Missile 257 1 EvocationRay of Sickness 271 1 NecromancySilent Image 276 1 IllusionSleep 276 1 EnchantmentTasha's Hideous Laughter 280 1 EnchantmentTenser's Floating Disk 282 1 ConjurationThunderwave 282 1 EvocationUnseen Servant 284 1 ConjurationWitch Bolt 289 1 EvocationAnimal Friendship 212 1 EnchantmentArmor of Agathys 215 1 AbjurationArms of Hadar 215 1 ConjurationCompelled Duel 224 1 EnchantmentDissonate Whispers 234 1 EnchantmentDivine Favor 234 1 EvocationEnsnaring Strike 237 1 ConjurationEntangle 238 1 ConjurationFaerie Fire 239 1 EvocationGoodberry 246 1 TransmutationHail of Thorns 249 1 ConjurationHellish Rebuke 250 1 EvocationHeroism 250 1 EnchantmentHex 251 1 EnchantmentHunter's Mark 251 1 DivinationSearing Smite 274 1 EvocationShield of Faith 275 1 AbjurationSpeak with Animals 277 1 DivinationThunderous Smite 282 1 EvocationWrathful Smite 289 1 EvocationAlter Self 211 2 TransmutationArcane Lock 215 2 AbjurationBlur 219 2 IllusionCloud of Daggers 222 2 ConjurationCrown of Madness 229 2 EnchantmentDarkness 230 2 Evocation

  • Darkvision 230 2 TransmutationDetect Thoughts 231 2 DivinationEnlarge/Reduce 237 2 TransmutationFlaming Sphere 242 2 ConjurationGust of Wind 248 2 EvocationInvisibility 254 2 IllusionKnock 254 2 TransmutationLevitate 255 2 TransmutationMagic Mouth 257 2 IllusionMagic Weapon 257 2 TransmutationMelf's Acid Arrow 259 2 EvocationMirror Image 260 2 IllusionMisty Step 260 2 ConjurationNystul's Magic Aura 263 2 IllusionPhantasmal Force 264 2 IllusionRay of Enfeeblement 271 2 NecromancyRope Trick 272 2 TransmutationScorching Ray 273 2 EvocationSee Invisibility 274 2 DivinationShatter 275 2 EvocationSpider Climb 277 2 TransmutationSuggestion 279 2 EnchantmentWeb 287 2 ConjurationAnimal Messenger 212 2 EnchantmentBarkskin 217 2 TransmutationBeast Sense 217 2 DivinationBranding Smite 219 2 EvocationCordon of Arrows 228 2 TransmutationEnthrall 238 2 EnchantmentFind Steed 240 2 ConjurationFlame Blade 242 2 EvocationHeat Metal 250 2 TransmutationLocate Animals or Plants 256 2 DivinationMoonbeam 261 2 EvocationPass without Trace 264 2 AbjurationSpike Growth 277 2 TransmutationBlink 219 3 TransmutationCounterspell 228 3 AbjurationFear 239 3 IllusionFireball 241 3 EvocationFly 243 3 TransmutationGaseous Form 244 3 TransmutationHaste 250 3 TransmutationHypnotic Pattern 252 3 IllusionLeomund's Tiny Hut 255 3 Evocation

  • Lightning Bolt 255 3 EvocationMajor Image 258 3 IllusionNondetection 263 3 AbjurationPhantom Steed 265 3 IllusionSleet Storm 276 3 ConjurationSlow 277 3 TransmutationStinking Cloud 278 3 ConjurationVampiric Touch 285 3 NecromancyWater Breathing 287 3 TransmutationAura of Vitality 216 3 EvocationBlinding Smite 219 3 EvocationCall Lightning 220 3 ConjurationConjure Animals 225 3 ConjurationConjure Barrage 225 3 ConjurationCrusaders Mantle 230 3 EvocationElemental Weapon 237 3 TransmutationHunger of Hadar 251 3 ConjurationLightning Arrow 255 3 TransmutationPlant Growth 266 3 TransmutationSpeak with Plants 277 3 TransmutationWind Wall 288 3 EvocationArcane Eye 214 4 DivinationBlight 219 4 NecromancyConfusion 224 4 EnchantmentConjure Minor Elementals 226 4 ConjurationDimension Door 233 4 ConjurationEvard's Black Tentacles 238 4 ConjurationFabricate 239 4 TransmutationFire Shield 241 4 EvocationGreater Invisibility 246 4 IllusionHallucinatory Terrain 249 4 IllusionIce Storm 252 4 EvocationLeomund's Secret Chest 254 4 ConjurationMordenkainen's Faithful Hound 261 4 ConjurationMordenkainen's Private Sanctum 262 4 AbjurationOtiluke's Resilient Sphere 264 4 EvocationPhantasmal Killer 265 4 IllusionPolymorph 266 4 TransmutationStoneskin 278 4 AbjurationWall of Fire 285 4 EvocationAura of Life 216 4 AbjurationAura of Purity 216 4 AbjurationCompulsion 224 4 EnchantmentConjure Woodland Beings 226 4 ConjurationDominate Beast 234 4 Enchantment

  • Giant Insect 245 4 TransmutationGrasping Vine 246 4 ConjurationStaggering Smite 278 4 EvocationAnimate Objects 213 5 TransmutationBigby's Hand 218 5 EvocationCloudkill 222 5 ConjurationCone of Cold 224 5 EvocationConjure Elemental 225 5 ConjurationContact Other Plane 226 5 DivinationCreation 229 5 IllusionDominate Person 235 5 EnchantmentDream 236 5 IllusionHold Monster 251 5 EnchantmentMislead 260 5 IllusionModify Memory 261 5 EnchantmentPasswall 264 5 TransmutationRary's Telepathic Bond 270 5 DivinationSeeming 274 5 IllusionTelekinesis 280 5 TransmutationTeleporation Circle 281 5 ConjurationWall of Force 285 5 EvocationWall of Stone 287 5 EvocationAntilife Shell 213 5 AbjurationAwaken 216 5 TransmutationBanishing Smite 216 5 AbjurationCircle of Power 221 5 AbjurationCommune with Nature 224 5 DivinationConjure Volley 226 5 ConjurationDestructive Smite (Dest. Wave) 5 EvocationDestructive Wave 231 5 EvocationReincarnate 271 5 TransmutationSwift Quiver 279 5 TransmutationTree Stride 283 5 ConjurationArcane Gate 214 6 ConjurationChain Lightning 221 6 EvocationCircle of Death 221 6 NecromancyContingency 227 6 EvocationDisintegrate 233 6 TransmutationDrawmij's Instant Summons 235 6 ConjurationEyebite 238 6 NecromancyFlesh to Stone 243 6 TransmutationGlobe of Invulnerability 245 6 AbjurationGuards and Wards 248 6 AbjurationMagic Jar 257 6 NecromancyMass Suggestion 258 6 Enchantment

  • Move Earth 263 6 TransmutationOtiluke's Freezing Sphere 263 6 EvocationOtto's Irresistable Dance 264 6 EnchantmentProgrammed Illusion 269 6 IllusionSunbeam 279 6 EvocationWall of Ice 285 6 EvocationConjure Fey 226 6 ConjurationTransport via Plants 283 6 ConjurationWall of Thorns 287 6 ConjurationWind Walk 288 6 TransmutationDelayed Blast Fireball 230 7 EvocationFinger of Death 241 7 NecromancyForcecage 243 7 EvocationMirage Arcane 260 7 IllusionMordenkainen's Magnificent Mansion 261 7 ConjurationMordenkainen's Sword 262 7 EvocationPrismatic Spray 267 7 EvocationProject Image 270 7 IllusionReverse Gravity 272 7 TransmutationSequester 274 7 TransmutationSimulacrum 276 7 IllusionTeleport 281 7 ConjurationAntipathy/Sympathy 214 8 EnchantmentClone 222 8 NecromancyDemiplane 231 8 ConjurationDominate Monster 235 8 EnchantmentFeeble Mind 239 8 EnchantmentIncendiary Cloud 253 8 ConjurationMaze 258 8 ConjurationMind Blank 259 8 AbjurationPower Word Stun 267 8 EnchantmentSunburst 279 8 EvocationTelepathy 281 8 EvocationTrap the Soul See Below 8 ConjurationAnimal Shapes 212 8 TransmutationGlibness 245 8 TransmutationTsunami 284 8 ConjurationForesight 244 9 DivinationImprisonment 252 9 AbjurationMeteor Swarm 259 9 EvocationPower Word Kill 266 9 EnchantmentPrismatic Wall 267 9 AbjurationShapechange 274 9 TransmutationTime Stop 283 9 TransmutationTrue Polymorph 283 9 Transmutation

  • Weird 288 9 IllusionWish 288 9 ConjurationPower Word Heal 266 9 EvocationStorm of Vengeance 279 9 Conjuration

    Trap the Soul 8th--level conjuration Casting Time: 1 action Range: 50 feet Duration: Permanent

    Choose a creature within range that you can see. The target must make a Wisdom saving throw. On a failed save, you force the targets soul into a gemstone. While its soul is so trapped, the targets body and all the equipment it is carrying cease to exist. The gem holds the target indefinitely or until the gem is broken, at which time the targets body re--forms in an unoccupied space nearest to the gem and in the same state as when this spell was cast on it, with all the equipment it was carrying when it was trapped. You, and you alone, can communicate telepathically with the trapped soul. Other creatures that inspect the gemstone see a tiny figure inside it. If you speak the targets true name when you cast the spell, the target has disadvantage on the saving throw.

    Requirement: You must provide a gemstone worth at least 1,000 gp for each Hit Die of the creature you would trap.

  • Casting Time RitualV S M ConcentBard Cleric Druid PaladiRanger1 Action x x x x1 Minute x x x x x x1 Action x x x x1 Action x x x x x x1 Action x x x1 Action x x x1 Action x x1 Action x x x x x x x x x1 Action x x x x x xSpecial x x x1 Action x x x x x x1 Action x x x x x x1 Action x x x1 Action x x x x x1 Action x x x x x x x1 Action x x x x x1 Action x x x x x x x x x1 Action x x x1 Bonus Action x x x x1 Action x x x1 Action x x x x x x1 Bonus Action x x x x1 Action x x x1 Action x x x x1 Action x x x x x1 Action x x x x x x x1 Action x x x x x x x x x1 Action x x x x x1 Minute x x x x x1 Action x x x x x1 Action x x x x x x x1 Action x x x x x1 Action x x x x x x x10 Minutes x x1 Action x x x x x x1 Action x x x x x x x1 Bonus Action x x x1 Action x x x x1 Action x x x x x1 Minute x x x x1 Action x x x x x10 Minutes x x x x x x1 Action x x x x x x1 Action x x x x x x x

  • 1 Hour x x x x x1 Minute x x x x x1 Action x x x x x x1 Action x x x x1 Action x x x x x1 Action x x x x1 Action x x x x1 Action x x x x1 Action x x x x x x1 Bonus Action x x1 Action x x x x x1 Action x x x x x1 Action x x x x x1 Action x x x x x1 Action x x x x x x x1 Action x x x x x x1 Action x x x x x x1 Action x x x x x x x x x1 Action x x x x x1 Action x x x x1 Action x x x x x1 Action x x x x x x x1 Action x x1 Minute x x x x x10 Minutes x x x x x1 Hour x x x x x x10 Minutes x x x x x x x1 Minute x x x x x1 Action x x x x1 Action x x x x x x1 Action x x x x1 Action x x x x x x24 Hours x x x x1 Action x x x x x x1 Action x x x x x1 Hour x x x x x x1 Minute x x x x1 Action x x x x x1 Action x x x x1 Minute x x x x x x x10 Minutes x x x x x1 Action x x x1 Action x x x x10 Minutes x x x x x10 Minutes x x x

  • 1 Action x x1 Action x x x x1 Action x x x x x1 Minute x x x x x1 Minute x x x x1 Bonus Action x x1 Action x x x x1 Minute x x x x x x1 Hour x x x x x1 Action x x x x x10 Minutes x x x x x x1 Action x x x x x x1 Action x x x x x1 Hour x x x x1 Action x x x x x1 Action x x x1 Hour x x x x x1 Action x x1 Action x x x1 Action x x1 Action x x x x x1 Action x x1 Action x x x x1 Action x x x1 Action x x x x1 Action x x x1 Action x x x1 Action x x x1 Action x x1 Action x x1 Action x x x1 Action x x x1 Action x x1 Action x x x1 Bonus Action x x x x1 Action x x x x1 Action x x1 Minute x x x x x1 Action x x1 Action x x x x1 Action x x x1 Action x x x1 Action x x x x x1 Action x x x1 Bonus Action x x x

  • 1 Action x x xSpecial x x x1 Hour x x x x1 Action x x x x x1 Action x x x1 Minute x x x x x1 Minute x x x x1 Action x x x x x1 Action x x x x x x1 Action x x x1 Action x x1 Action x x1 Action x x x x x1 Action x x x x1 Action x x x x x1 Action x x x x1 Action x x x x1 Action x x x x x1 Action x x x x1 Action x x x x x x1 Action x x x1 Action x x1 Bonus Action x x x1 Action x x1 Bonus Action x x x x1 Bonus Action x x x1 Action x x x x1 Action x x x x1 Action x x x x x1 Bonus Action x x xSpecial x x1 Action x x x x x1 Bonus Action x x x x1 Bonus Action x x x1 Bonus Action x x x1 Bonus Action x x x x x x1 Action x x x x x x1 Bonus Action x x x1 Bonus Action x x x1 Action x x x1 Action x x x1 Action x x1 Action x x x x x1 Action x x x x1 Action x x x x x

  • 1 Action x x x1 Action x x x x x1 Action x x x x1 Action x x x x x1 Action x x x x x1 Action x x x x x1 Action x x1 Action x x x x1 Minute x x x x x1 Bonus Action x x x x1 Action x x x1 Action x x1 Bonus Action x1 Action x x x1 Action x x x x x1 Action x x x1 Action x x x1 Action x x1 Action x x x x1 Action x x x x1 Action x x x x1 Action x x x x1 Action x x x x1 Action x x x x x x x1 Action x x x x x x1 Action x x x x x1 Bonus Action x x x1 Action x x x x1 Action x x x10 Minutes x x x1 Bonus Action x x x x x1 Action x x x x x x1 Action x x x x x x x1 Action x x x x x1 Action x x x x x x1 Action x x x x x x1 Action x xSpecial x1 Action x x x x x1 Action x x x1 Action x x x x1 Action x x x x1 Action x x x x1 Action x x x x1 Minute x x x x x

  • 1 Action x x x1 Action x x x x x1 Action x x x x x1 Minute x x x1 Action x x x x x1 Action x x x x1 Action x x x x x1 Action x x x1 Action x x x x x x1 Action x x x1 Bonus Action x x x1 Action x x x x1 Action x x x x x1 Action x x x x1 Action x x x1 Action x x x x1 Action x x x x1 Bonus Action x x x xSpecial x x x x x1 Action x x x x x1 Action x x x x x x1 Action x x x x1 Action x x x1 Action x x x x x x1 Minute x x x x1 Action x x1 Action x x x x10 Minutes x x1 Action x x x1 Action x x x x10 Minutes x x x x x1 Action x x x x1 Action x x x1 Action x x x10 Minutes x x x1 Action x x x x1 Action x x x1 Action x x x x x x1 Action x x x x x x1 Action x x x x x1 Action x x x1 Action x x x1 Action x x x x1 Action x x x x x x1 Action x x x x

  • 1 Action x x x x1 Bonus Action x x x x x1 Bonus Action x x x1 Action x x x x1 Action x x x x1 Action x x x1 Action x x x1 Minute x x x x x1 Minute x x1 Minute x x x1 Action x x x x1 Minute x x x x1 Action x x x x x1 Action x x x1 Action x x x x1 Action x x x1 Action x x x x1 Action x x x1 Action x x x1 Minute x x x1 Action x x x x1 Action x x x x x1 Action x x x x8 Hours x x x x x1 Bonus Action x x x1 Action x x x1 Minute x x x x x1 Action x x x x1 Action x x1 Action x x1 Hour x x x x1 Bonus Action x x x x x1 Action x x x x x1 Action x x x1 Action x x x1 Action x x x10 Minutes x x x1 Action x x x1 Minute x x x x1 Action x x x x1 Action x x x x1 Action x x x x10 Minutes x x x x1 Minute x x x1 Action x x x

  • 1 Action x x x x x1 Action x x x1 Action x x x1 Action x x x x1 Action x x x x x1 Action x x x x1 Minute x x x x1 Action x x x1 Action x x x x x1 Minute x x x x1 Action x x x x1 Action x x1 Action x x x x10 Minutes x x x x1 Minute x x x x1 Action x x x x x1 Action x x1 Action x x x x x1 Action x x x x x1 Action x x x12 Hours x x x1 Action x x1 Hour x x x x1 Hour x x x1 Action x1 Action x x x x1 Action x x x x x1 Action x x x1 Action x x x1 Action x x x1 Action x x1 Action x x x x1 Action x x x1 Action x x x1 Action x x x x1 Action x x1 Minute x x x x1 Minute x x x x x1 Minute x x x1 Action x x1 Action x x1 Action x x1 Action x x x x x1 Action x1 Action x x x x x

  • 1 Action x x x1 Action x1 Action x x x1 Action x x x x

  • SorcerWarlockWizardDescriptionx xx x

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  • Name Pg Lv School Casting Time V S M ExpCoRangeGuidance 248 0 Divination 1 Action Y Y Touch

    Light 255 0 Evocation 1 Action Y Y Touch

    Mending 259 0 Transmutation 1 Minute Y Y Y Touch

    Resistance 272 0 Abjuration 1 Action Y Y Y Touch

    Sacred Flame 272 0 Evocation 1 Action Y Y 60 feet

    Spare the Dying 277 0 Necromancy 1 Action Y Y Touch

    Thaumaturgy 282 0 Transmutation 1 Action Y 30 feet

    Bane 216 1 Enchantment 1 Action Y Y Y 30 feet

    Bless 219 1 Enchantment 1 Action Y Y Y 30 feet

  • Command 223 1 Enchantment 1 Action Y 60 feet

    229 1 Transmutation 1 Action Y Y Y 30 feet

    Cure Wounds 230 1 Evocation 1 Action Y Y Touch

    231 1 Divination 1 Action Y Y Self

    Detect Magic 231 1 Divination 1 Action Y Y Self

    231 1 Divination 1 Action Y Y Y Self

    Fog Cloud 243 1 Conjuration 1 Action Y Y 120 feet

    Guiding Bolt 248 1 Evocation 1 Action Y Y 120 feet

    Healing Word 250 1 Evocation Y 60 feet

    Inflict Wounds 253 1 Necromancy 1 Action Y Y Touch

    Create or Destroy Water

    Detect Evil and Good

    Detect Poison and Disease

    1 Bonus Action

  • 270 1 Abjuration 1 Action Y Y Y Touch

    270 1 Transmutation 1 Action Y Y 10 feet

    Sanctuary 272 1 Abjuration Y Y Y 30 feet

    Shield of Faith 275 1 Abjuration Y Y Y 60 feet

    Thunderwave 282 1 Evocation 1 Action Y Y

    Acid Splash 211 0 Conjuration 1 Action Y Y 60 feet

    Blade Ward 218 0 Abjuration 1 Action Y Y Self

    Chill Touch 221 0 Necromancy 1 Action Y Y 120 feet

    Dancing Lights 230 0 Evocation 1 Action Y Y Y 120 feet

    Fire bolt 241 0 Evocation 1 Action Y Y 120 feet

    Friends 244 0 Enchantment 1 Action Y Y Self

    Protection from Evil and Good

    Purify Food and Drink

    1 Bonus Action

    1 Bonus Action

    Self (15-foot cube)

  • Mage Hand 256 0 Conjuration 1 Action Y Y 30 feet

    Message 259 0 Transmutation 1 Action Y Y Y 120 feet

    Minor Illusion 260 0 Illusion 1 Action Y Y 30 feet

    Poison Spray 266 0 Conjuration 1 Action Y Y 10 feet

    Prestidigitation 267 0 Transmutation 1 Action Y Y 10 feet

    Ray of Frost 271 0 Evocation 1 Action Y Y 60 feet

    Shocking Grasp 275 0 Evocation 1 Action Y Y Touch

    True Strike 284 0 Divination 1 Action Y 30 feet

  • Alarm 211 1 Abjuration 1 Minute Y Y Y 30 feet

    Burning Hands 220 1 Evocation 1 Action Y Y

    Charm Person 221 1 Enchantment 1 Action Y Y 30 feet

    Chromatic Orb 221 1 Evocation 1 Action Y Y Y Y 90 feet

    Color Spray 222 1 Illusion 1 Action Y Y Y

    224 1 Divination 1 Action Y Y Y Self

    Disguise Self 233 1 Illusion 1 Action Y Y Self

    Expeditious Retreat 238 1 Transmutation Y Y Self

    False Life 239 1 Necromancy 1 Action Y Y Y Self

    Self (15-foot cone)

    Self (15-foot cone)

    Comprehend Languages

    1 Bonus Action

  • Feather Fall 239 1 Transmutation Special Y Y 60 feet

    Find Familiar 240 1 Conjuration 1 Hour Y Y Y Y Y 10 feet

    Grease 246 1 Conjuration 1 Action Y Y Y 60 feet

    Identify 252 1 Divination 1 Minute Y Y Y Y Touch

    Illusory Script 252 1 Illusion 1 Minute Y Y Y Y Touch

    Jump 254 1 Transmutation 1 Action Y Y Y Touch

    Longstrider 256 1 Transmutation 1 Action Y Y Y Touch

  • Mage Armor 256 1 Abjuration 1 Action Y Y Y Touch

    Magic Missile 257 1 Evocation 1 Action Y Y 120 feet

    Ray of Sickness 271 1 Necromancy 1 Action Y Y 60 feet

    Shield 275 1 Abjuration Special Y Y Self

    Silent Image 276 1 Illusion 1 Action Y Y Y 60 feet

    Sleep 276 1 Enchantment 1 Action Y Y Y 90 feet

    280 1 Enchantment 1 Action Y Y Y 30 feet

    282 1 Conjuration 1 Action Y Y Y 30 feet

    Tasha's Hideous Laughter

    Tenser's Floating Disk

  • Unseen Servant 284 1 Conjuration 1 Action Y Y Y 60 feet

    Witch Bolt 289 1 Evocation 1 Action Y Y Y 30 feet

  • Duration ConcRituCleriWizaY

    1 hour Y Y

    Instantaneous Y Y

    Y Y

    Instantaneous Y

    Instantaneous Y

    Up to 1 minute Y

    Y Y

    Y Y

    Concentration, up to 1 minute

    Concentration, up to 1 minute

    Concentration, up to 1 minute

    Concentration, up to 1 minute

  • 1 round Y

    Instantaneous Y

    Instantaneous Y

    Y Y

    Y Y Y Y

    Y Y Y

    Y YT Y

    1 round Y

    Instantaneous Y

    Instantaneous Y

    Concentration, up to 10 minutes

    Concentration, up to 10 minutes

    Concentration, up to 10 minutes

    Concentration, up to 1 hour

  • Y Y Y

    Instantaneous Y Y

    1 minute Y

    Y Y

    Instantaneous YT Y

    Instantaneous Y

    1 round Y

    1 round Y

    Y Y

    Instantaneous Y

    Y Y

    Concentration up to 10 minutes

    Concentration, up to 10 minutes

    Concentration, up to 1 minute

    Concentration, up to 1 minute

  • 1 minute Y

    1 round Y

    1 minute Y

    Instantaneous Y

    Up to 1 hour Y

    Instantaneous Y

    Instantaneous Y

    Y YConcentration, up to 1 round

  • 8 hours Y Y

    Instantaneous Y

    1 hour Y

    Instantaneous Y

    1 round Y

    1 hour Y Y

    1 hour Y

    Y Y

    1 hour Y

    Concentration, up to 10 minutes

  • 1 minute Y

    Instantaneous Y Y

    1 minute Y

    Instantaneous Y Y

    10 days Y Y

    1 minute Y

    1 hour Y

  • 8 hours Y

    Instantaneous Y

    Instantaneous Y

    1 round Y

    Y Y

    1 minute Y

    Y Y

    1 hour Y Y

    Concentration, up to 10 minutes

    Concentration, up to 1 minute

  • 1 hour Y Y

    Y YConcentration, up to 1 minute

  • DescriptionG u i d a n c eYou touch one w illing 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.L i g h tComponents: V, M (a firefly or phosphorescent moss)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.

    M e n d in gTransmutation cantripComponents: V, S, M (two lodestones)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 cant restore magic to such an object.

    R e s is t a n c eComponents: V, S, M (a miniature cloak)You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after m aking the saving throw. The spell then ends.Sa c r e d F l a m eFlame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).S p a r e t h e D y in gYou touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.T h a u m a t u r g yYou manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical 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.

    Ba n eComponents: V, S, M (a drop of blood)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.

    B le s sComponents: V, S, M (a sprinkling of holy water)You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.At Higher 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.

  • C o m m a n dYou speak a one-word command to a creature you can see within range. The target must succeed on a W isdom saving throw or follow the command on its next turn.The spell has no effect if the target is undead, if it doesnt understand your language, or if your command is directly harmful to it.Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target cant follow your command, the spell ends.Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.Drop. The target drops whatever it is holding and then ends its turn.Flee. The target spends its turn moving away from you by the fastest available means.Grovel. The target falls prone and then ends its turn.Halt. The target doesnt move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

    C r e a t e o r D e s t r o y W a t e rComponents: V, S, M (a drop of water if creating water or a few grains of sand if destroying it)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.D estroy 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.A t 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.

    C u r e W o u n d sA 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.D e t e c t Ev i l a n d G o o dFor the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located.Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.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.D e t e c t M a g icFor 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 youlearn 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.D e t e c t P o i s o n a n d D ise a s eComponents: V, S, M (a yew leaf)For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.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 w o od or dirt.Fo g C l o u dYou create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

    G u i d i n g B o l tA 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 a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.H e a l i n g W o r dA 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.I n f l i c t W o u n d sMake a melee spell attack against a creature you can reach. 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.

  • P r o t e c t io n f r o m Ev i l a n d G o o dComponents: V, S, M (holy water or powdered silver and iron, which the spell consumes)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 cant be charmed, frightened, or p os sessed by them. If the target is already charmed, frightened, or p ossessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

    P u r i f y F o o d a n d D r in kAll nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.Sa n c t u a r yComponents: V, S, M (a small silver mirror)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 W isdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesnt protect the w arded 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.

    Sh ie l d of Fa i t hComponents: V, S, M (a small parchment with a bit of holy text written on it)A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.T h u n d e r w a v eA 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 isnt pushed.In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spells effect, and the spell emits a thunderous boom audible out to 300 feet.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    Acid SplashYou 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.This spells damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).B l a d e Wa r dYou 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.C h i l l T o u c hYou create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it cant 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 on attack rolls against you until the end of your next turn.This spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

    D a n c i n g L ig h t sComponents: V, S, M (a bit of phosphorus or w ychwood, or a glowworm)You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form youchoose, each light sheds dim light in a 10-foot radius.As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spells range.

    F ir e B o l tYou hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.This spells damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).F r ie n d sComponents: S, M (a small amount of makeup applied to the face as this spell is cast)For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isnt hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DMs discretion), depending on the nature of your interaction with it.

  • M a g e H a n dA 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 cant attack, activate magic items, or carry more than 10 pounds.

    M e s s a g eComponents: V, S, M (a short piece of copper wire)You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence. 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesnt have to follow a straight line and can travel freely around corners or through openings.

    M in o r I l l u s io nComponents: S, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone elses voice, a lions roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.If you create an image of an objectsuch as a chair, muddy footprints, or a small chestit must be no larger than a 5-foot cube. The image cant 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.

    P o i s o n S p r a yYou extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.This spells damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).P r e s t id ig i t a t io nThis spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    R a y of F r o s tA frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).S h o c k in g G r a s pLightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it cant take reactions until the start of its next turn.The spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).T r u e St r ik eYou extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the targets defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasnt ended.

  • A l a r mComponents: V, S, M (a tiny bell and a piece of fine silver wire)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 w arded area. When you cast the spell, you can designate creatures that w ont 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.

    B u r n i n g H a n d sAs 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 arent being w orn 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.

    C h a r m P e r s o nYou attempt to charm a humanoid you can see within range. It must make a W isdom 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 w as 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.Ch r o m a t i c O rbComponents: V, S, M (a diamond worth at least 50 gp)You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

    C o l o r Sp r a yComponents: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)A dazzling array of flashing, colored light springs from your hand. Roll 6 d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that cant see).Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creatures hit points from the total before moving on to the creature with the next lowest hit points. A creatures hit points must be equal to or less than the remaining total for that creature to be affected.At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

    C o m p r e h e n d L a n g u a g e sComponents: V, S, M (a pinch of soot and salt)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 w ords are written. It takes about 1 minute to read one page of text.This spell doesnt decode secret messages in a text or a glyph, such as an arcane sigil, that isnt part of a written language.

    D i s g u is e Sel fYou make yourselfincluding your clothing, armor, weapons, and other belongings on your personlook different until the spell ends or until you u se your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You cant 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 w ho touches it w ould 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 midair.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.

    E x p e d i t io u s R e t r e a tThis spell allows you to move at an incredible pace.When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.Fa l s e L ifeComponents: V, S, M (a small amount of alcohol or distilled spirits)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 a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

  • F e a t h e r Fa l lCasting Time: 1 reaction, which you take when you or a creature within 60 feet of you fallsComponents: V, M (a small feather or piece of down)Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    F i n d Fa m i l i a rComponents: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)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 w easel. 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 cant 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 familiars 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 cant 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 of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of 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.

    G r e a s eComponents: V, S, M (a bit of pork rind or butter)Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.I d e n t i f yComponents: V, S, M (a pearl worth at least 100 gp and an owl feather)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 w as 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.

    I l l u s o r y S c r i p tComponents: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.Should the spell be dispelled, the original script and the illusion both disappear.A creature with truesight can read the hidden message.

    Ju m pComponents: V, S, M (a grasshoppers hind leg)You touch a creature. The creatures jump distance is tripled until the spell ends.L o n g s t r id e rComponents: V, S, M (a pinch of dirt)You touch a creature. The targets 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.

  • M a g e A r m o rComponents: V, S, M (a piece of cured leather)You touch a willing creature who isnt wearing armor, and a protective magical force surrounds it until the spell ends. The targets base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

    M a g i c M i s s il eYou 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.

    R a y of S ic k n e s sA 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.Sh ie l dCasting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spellAn 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.S i l e n t I m a g eComponents: V, S, M (a bit of fleece)You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

    Sl e e pComponents: V, S, M (a pinch of fine sand, rose petals, or a cricket)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 creatures hit points from the total before moving on to the creature with the next lowest hit points. A creatures 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 arent 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.

    T a s h a s H id e o u s L a u g h t e rComponents: V, S, M (tiny tarts and a feather that is waved in the air)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 W isdom 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 isnt affected.At the end of each of its turns, and each time it takes damage, the target can make another W isdom saving throw. The target has advantage on the saving throw if its triggered by damage. On a success, the spell ends.

    T e n s e r s F l o a t in g D is kComponents: V, S, M (a drop of mercury)This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it cant cross an elevation change of 10 feet or more. For example, the disk cant move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.If you move more than 100 feet from the disk (typically because it cant move around an obstacle to follow you), the spell ends.

  • U n s e e n Se r v a n tComponents: V, S, M (a piece of string and a bit of wood)This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it cant attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

    W i t c h B o l tComponents: V, S, M (a twig from a tree that has been struck by lightning)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 spells 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.

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