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ACID SPLASH DANCING LIGHTS FIRE BOLT

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 60 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Concentration, up to 1 V, S Instantaneous
minute
You hurl a bubble of acid. Choose one creature You hurl a mote of fire at a creature or object
within range, or choose two creatures within You create up to four torch-sized lights within within range. Make a ranged spell attack
range that are within 5 feet of each other. A range, making them appear as torches, against the target. On a hit, the target takes
target must succeed on a Dexterity saving lanterns, or glowing orbs that hover in the air for 1d10 fire damage. A flammable object hit by
throw or take 1d6 acid damage. the duration. You can also combine the four this spell ignites if it isn't being worn or carried.
This spells damage increases by 1d6 when you lights into one glowing vaguely humanoid form This spell's damage increases by 1d10 when
reach 5th Level (2d6), 11th level (3d6) and 17th of Medium size. Whichever form you choose, you reach 5th level (2d10), 11th level (3d10),
level (4d6). each light sheds dim light in a 10-foot radius. and 17th level (4d10).
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 spell's range.

Sorcerer, Wizard, Fighter Bard, Sorcerer, Wizard, Fighter Sorcerer, Wizard, Fighter
(Eldritch Knight), Rogue (Arcane (Eldritch Knight), Rogue (Arcane (Eldritch Knight), Rogue (Arcane
Trickster) Conjuration cantrip Trickster) Evocation cantrip Trickster) Evocation cantrip

GUIDANCE LIGHT MAGE HAND


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, M 1 hour V, S 1 minute
minute
a firefly or phosphorescent moss A spectral, floating hand appears at a point you
You touch one willing creature. Once before the choose within range. The hand lasts for the
spell ends, the target can roll a d4 and add the You touch one object that is no larger than 10 duration or until you dismiss it as an action. The
number rolled to one ability check of its choice. feet in any dimension. Until the spell ends, the hand vanishes if it is ever more than 30 feet
It can roll the die before or after making the object sheds bright light in a 20-foot radius and away from you or if you cast this spell again.
ability check. The spell then ends. dim light for an additional 20 feet. The light can You can use your action to control the hand.
be colored as you like. Completely covering the You can use the hand to manipulate an object,
object with something opaque blocks the light. open an unlocked door or container, stow or
The spell ends if you cast it again or dismiss it retrieve an item from an open container, or pour
as an action. the contents out of a vial. You can move the
If you target an object held or worn by a hostile hand up to 30 feet each time you use it.
creature, that creature must succeed on a The hand can't attack, activate magical items,
Dexterity saving throw to avoid the spell. or carry more than 10 pounds.

Bard, Sorcerer, Warlock,


Wizard, Fighter (Eldritch
Bard, Cleric, Sorcerer, Wizard, Knight), Rogue (Arcane
Cleric, Druid Divination cantrip Fighter (Eldritch Knight) Evocation cantrip Trickster) Conjuration cantrip

MESSAGE MENDING PRESTIDIGITATION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 minute Touch 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 round V, S, M Instantaneous V, S Up to 1 hour
a short piece of copper wire two lodestones This spell is a minor magical trick that novice
spellcasters use for practice. You create one of the
You point your finger toward a creature within This spell repairs a single break or tear in an following magical effects within range.
range and whisper a message. The target (and object you touch, such as broken chain link, two • You create an instantaneous, harmless sensory
only the target) hears the message and can halves of a broken key, a torn clack, or a effect, such as a shower of sparks, a puff of wind,
reply in a whisper that only you can hear. leaking wineskin. As long as the break or tear is faint musical notes, or an odd odor.
• You instantaneously light or snuff out a candle, a
You can cast this spell through solid objects if no larger than 1 foot in any dimension, you torch, or a small campfire.
you are familiar with the target and know it is mend it, leaving no trace of the former damage. • You instantaneously clean or soil an object no
beyond the barrier. Magical silence, 1 foot of This spell can physically repair a magic item or larger than 1 cubic foot.
stone, 1 inch of common metal, a thin sheet of construct, but the spell can't restore magic to • You chill, warm, or flavor up to 1 cubic foot of
lead, or 3 feet of wood blocks the spell. The such an object. nonliving material for 1 hour.
spell doesn't have to follow a straight line and • You make a color, a small mark, or a symbol
can travel freely around corners or through appear on an object or a surface for 1 hour.
openings. • 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.

Bard, Sorcerer, Warlock,


Bard, Sorcerer, Wizard, Fighter Wizard, Fighter (Eldritch
(Eldritch Knight), Rogue (Arcane Bard, Cleric, Druid, Sorcerer, Knight), Rogue (Arcane
Trickster) Transmutation cantrip Wizard Transmutation cantrip Trickster) Transmutation cantrip
POISON SPRAY RESISTANCE RAY OF FROST
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 10 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Concentration, up to 1 V, S Instantaneous
minute
You extend your hand toward a creature you A frigid beam of blue-white light streaks toward
can see within range and project a puff of You touch one willing creature. Once before the a creature within range. Make a ranged spell
noxious gas from your palm. The creature must spell ends, the target can roll a d4 and add the attack against the target. On a hit, it takes 1d8
succeed on a Constitution saving throw or take number rolled to one saving throw of its choice. cold damage, and its speed is reduced by 10
1d12 poison damage. It can roll the die before or after the saving feet until the start of your next turn.
This spell's damage increases by 1d12 when throw. The spell then ends. The spell's damage increases by 1d8 when you
you reach 5th level (2d12), 11th level (3d12), reach 5th level (2d8), 11th level (3d8), and 17th
and 17 level (4d12). level (4d8).

Sorcerer, Wizard, Fighter


(Eldritch Knight), Rogue (Arcane
Druid, Sorcerer, Warlock, Wizard Conjuration cantrip Cleric, Druid Abjuration cantrip Trickster) Evocation cantrip

SPARE THE DYING SHOCKING GRASP THORN WHIP


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V, S, M Instantaneous
You touch a living creature that has 0 hit points. Lightning springs from your hand to deliver a You create a long, vine-like whip covered in
The creature becomes stable. This spell has no shock to a creature you try to touch. Make a thorns that lashes out at your command toward
effect on undead or constructs. melee spell attack against the target. You have a creature in range. Make a melee spell attack
advantage on the attack roll if the target is against the target. If the attack hits, the creature
wearing armor made of metal. On a hit, the takes 1d6 piercing damage, and if the creature
target takes 1d8 lightning damage, and it can't is Large or smaller, you pull the creature up to
take reactions until the start of its next turn. 10 feet closer to you.
The spell's damage increases by 1d8 when you This spell's damage increases by 1d6 when you
reach 5th level (2d8), 11th level (3d8), and 17th reach 5th level (2d6), 11th level (3d6), and 17th
level (4d8). level (4d6).

Sorcerer, Wizard, Fighter


(Eldritch Knight), Rogue (Arcane
Cleric Necromancy cantrip Trickster) Evocation cantrip Druid Transmutation cantrip

ALARM (RITUAL) CURE WOUNDS DISGUISE SELF


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S Instantaneous V, S 1 hour
a tiny bell and a piece of fine silver wire A creature you touch regains a number of hit You make yourself, including your clothing, armor,
points equal to 1d8 + your spellcasting ability weapons, and other belongings on your person, look
You set an alarm against unwanted intrusion. modifier. This spell has no effect on undead or different until the spell ends or until you use your
Choose a door, a window, or an area within constructs. action to dismiss it. You can seem 1 foot shorter or
range that is no larger than a 20-foot cube. Until taller and can appear thin, fat, or in between. You
At Higher Levels: When you cast this spell can't change your body type, so you must adopt a
the spell ends, an alarm alerts you whenever a using a spell slot of 2nd level or higher, the form that has the same basic arrangement of limbs.
tiny or larger creature touches or enters the healing increases by 1d8 for each slot level Otherwise, the extent of the illusion is up to you.
warded area. When you cast the spell, you can above 1st. The changes wrought by this spell fail to hold up to
designate creatures that won't set off the alarm. physical inspection. For example, if you use this spell
You also choose whether the alarm is mental or to add a hat to your outfit, objects pass through the
audible. hat, and anyone who touches it would feel nothing or
A mental alarm alerts you with a ping in your would feel your head and hair. If you use this spell to
mind if you are within 1 mile of the warded appear thinner than you are, the hand of someone
area. This ping awakens you if you are who reaches out to touch you would bump into you
while it was seemingly still in midair.
sleeping. To discern that you are disguised, a creature can use
An audible alarm produces the sound of a hand its action to inspect your appearance and must
bell for 10 seconds within 60 feet. succeed on an Intelligence (Investigation) check
against your spell save DC.

Bard, Cleric (Trickery), Sorcerer,


Ranger, Wizard, Fighter Bard, Cleric, Cleric (Life), Druid, Wizard, Rogue (Arcane
(Eldritch Knight) 1st Abjuration Paladin, Ranger 1st Evocation Trickster) 1st Illusion
DETECT MAGIC (RITUAL) EXPEDITIOUS RETREAT FALSE LIFE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 bonus action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S Concentration, up to 10 V, S, M 1 hour
minutes minutes
a small amount of alcohol or distilled spirits
For the duration, you sense the presence of This spell allows you to move at an incredible
magic within 30 feet of you. If you sense magic pace. When you cast this spell, and then as a Bolstering yourself with a necromantic facsimile
in this way, you can use your action to see a bonus action on each of your turns until the of life, you gain 1d4+4 temporary hit points for
faint aura around any visible creature or object spell ends, you can take the Dash action. the duration.
in the area that bears magic, and you learn its At Higher Levels: When you cast this spell
school of magic, if any. using a spell slot of 2nd level or higher, you
The spell can penetrate most barriers, but is gain 5 additional temporary hit points for each
blocked by 1 foot of stone, 1 inch of common slot level above 1st.
metal, a thin sheet of lead, or 3 feet of wood or
dirt.

Bard, Cleric, Cleric (Arcana),


Druid, Paladin, Ranger, Cleric (Death), Sorcerer,
Sorcerer, Wizard 1st Divination Sorcerer, Warlock, Wizard 1st Transmutation Warlock (Undying), Wizard 1st Necromancy

GREASE IDENTIFY (RITUAL) JUMP


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V, S, M Instantaneous V, S, M 1 minute
a bit of pork rind or butter a pearl worth at least 100 gp and an owl feather a grasshopper's hind leg
Slick grease covers the ground in a 10-foot You choose one object that you must touch You touch a creature. The creature's jump
square centered on a point within range and throughout the casting of the spell. If it is a distance is tripled until the spell ends.
turns it into difficult terrain for the duration. magic item or some other magic-imbued object,
When the grease appears, each creature you learn its properties and how to use them,
standing in its area must succeed on a whether it requires attunement to use, and how
Dexterity saving throw or fall prone. A creature many charges it has, if any. You learn whether
that enters the area or ends its turn there must any spells are affecting the item and what they
also succeed on a Dexterity saving throw or fall are. If the item was created by a spell, you
prone. learn which spell created it.
If you instead touch a creature throughout the
casting, you learn what spells, if any, are
currently affecting it.

Wizard 1st Conjuration Bard, Cleric (Knowledge), Wizard 1st Divination Druid, Ranger, Sorcerer, Wizard 1st Transmutation

LONGSTRIDER SHIELD OF FAITH SANCTUARY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 bonus action 60 feet 1 bonus action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentration, up to 10 V, S, M 1 minute
minutes
a pinch of dirt a small silver mirror
a small parchment with a bit of holy text written
You touch a creature. The target's speed on it You ward a creature within range against
increases by 10 feet until the spell ends. attack. Until the spell ends, any creature who
At Higher Levels: When you cast this spell A shimmering field appears and surrounds a targets the warded creature with an attack or a
using a spell slot of 2nd level or higher, you can creature of your choice within range, granting it harmful spell must first make a Wisdom saving
target one additional creature for each slot level a +2 bonus to AC for the duration. throw. On a failed save, the creature must
above 1st. 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.

Bard, Druid, Ranger, Wizard 1st Transmutation Cleric, Cleric (War), Paladin 1st Abjuration Cleric, Paladin (Devotion) 1st Abjuration
ALTER SELF AID ARCANE LOCK
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M 8 hours V, S, M Until dispelled
hour
a tiny strip of white cloth gold dust worth at least 25 gp, which the spell
You assume a different form. When you cast the spell,
choose one of the following options, the effects of which
consumes
Your spell bolsters your allies with toughness
last for the duration of the spell. While the spell lasts, you and resolve. Choose up to three creatures
can end one option as an action to gain the benefits of a
You touch a closed door, window, gate, chest,
different one. within range. Each target's hit point maximum or other entryway, and it becomes locked for
Aquatic Adaptation: You adapt your body to an aquatic and current hit points increase by 5 for the the duration. You and the creatures you
environment, sprouting gills, and growing webbing between duration. designate when you cast this spell can open
your fingers. You can breathe underwater and gain a At Higher Levels: When you cast this spell the object normally. You can also set a
swimming speed equal to your walking speed. using a spell slot of 3rd level or higher, a password that, when spoken within 5 feet of the
Change Appearance: You transform your appearance. You target's hit points increase by an additional 5 for object, suppresses this spell for 1 minute.
decide what you look like, including your height, weight, each slot level above 2nd. Otherwise, it is impassable until it is broken or
facial features, sound of your voice, hair length, coloration,
and distinguishing characteristics, if any. You can make
the spell is dispelled or suppressed. Casting
yourself appear as a member of another race, though none knock on the object suppresses arcane lock for
of your statistics change. You also don't appear as a 10 minutes.
creature of a different size than you, and your basic shape While affected by this spell, the object is more
stays the same, if you're bipedal, you can't use this spell to difficult to break or force open; the DC to break
become quadrupedal, for instance. At any time for the it or pick any locks on it increases by 10.
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 you unarmed strikes. Finally, the natural
weapon is magic and you have a +1 bonus to the attack
and damage rolls you make using it
Sorcerer, Wizard 2nd Transmutation Cleric, Paladin 2nd Abjuration Wizard, Fighter (Eldritch Knight) 2nd Abjuration

BLUR CONTINUAL FLAME DARKVISION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M Until dispelled V, S, M 8 hours
minute
ruby dust worth 50 gp, which the spell either a pinch of dried carrot or an agate
Your body becomes blurred, shifting and consumes
wavering to all who can see you. For the You touch a willing creature to grant it the ability
duration, any creature has disadvantage on A flame, equivalent in brightness to a torch, to see in the dark. For the duration, that
attack rolls against you. An attacker is immune springs forth from an object that you touch. The creature has darkvision out to a range of 60
to this effect if it doesn't rely on sight, as with effect looks like a regular flame, but it creates feet.
blindsight, or can see through illusions, as with no heat and doesn't use oxygen. A continual
truesight. flame can be covered or hidden but not
smothered or quenched.

Druid (Desert), Sorcerer,


Wizard, Rogue (Arcane Cleric, Wizard, Fighter (Eldritch
Trickster) 2nd Illusion Knight) 2nd Evocation Druid, Ranger, Sorcerer, Wizard 2nd Transmutation

ENLARGE/REDUCE ENHANCE ABILITY HEAT METAL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute hour minute
a pinch of powdered iron fur or a feather from a beast a piece of iron and a flame
You cause a creature or an object you can see within range You touch a creature and bestow upon it a magical Choose a manufactured metal object, such as a
to grow larger or smaller for the duration. Choose either a enhancement. Choose one of the following effects - metal weapon or a suit of heavy or medium
creature or an object that is neither worn nor carried. If the the target gains the effect until the spell ends.
target is unwilling, it can make a Constitution saving throw.
metal armor, that you can see within range. You
Bear's Endurance: The target has advantage on cause the object to glow red-hot. Any creature
On a success, the spell has no effect. Constitution checks. It also gains 2d6 temporary hit
If the target is a creature, everything it is wearing and points, which are lost when the spell ends. in physical contact with the object takes 2d8 fire
carrying changes size with it. Any item dropped by an Bull's Strength: The target has advantage on damage when you cast the spell. Until the spell
affected creature returns to normal size at once. Strength checks, and his or her carrying capacity ends, you can use a bonus action on each of
Enlarge. The target's size doubles in all dimensions, and its doubles. your subsequent turns to cause this damage
weight is multiplied by eight. This growth increases its size Cat's Grace: The target has advantage on Dexterity again.
by one category - from Medium to Large, for example. If checks. It also doesn't take damage from falling 20 If a creature is holding or wearing the object
there isn't enough room for the target to double its size, the feet or less if it isn't incapacitated. and takes the damage from it, the creature
creature or object attains the maximum possible size in the Eagle's Splendor: The target has advantage on
space available. Until the spell ends, the target also has Charisma checks. must succeed on a Constitution saving throw or
advantage on Strength checks and Strength saving throws. Fox's Cunning: The target has advantage on drop the object if it can. If it doesn't drop the
The target's weapons also grow to match its new size. Intelligence checks. object, it has disadvantage on attack rolls and
While these weapons are enlarged, the target's attack with Owl's Wisdom: The target has advantage on Wisdom ability checks until the start of your next turn.
them deal 1d4 extra damage. checks. At Higher Levels: When you cast this spell
Reduce. The target's size is halved in all dimensions, and At Higher Levels: When you cast this spell using a using a spell slot of 3rd level or higher, the
its weight is reduced to one-eighth of normal. This reduction spell slot of 3rd level or higher, you can target one damage increases by 1d8 for each slot above
decreases its size by one category - from Medium to Small, additional creature for each slot level above 2nd.
for example. Until the spell ends, the target also has
2nd.
disadvantage on Strength checks and Strength saving
throws. The target's weapons also shrink to match its new
size While these weapons are reduced the target's attacks
Sorcerer, Wizard 2nd Transmutation Bard, Cleric, Druid, Sorcerer 2nd Transmutation Bard, Druid 2nd Transmutation
INVISIBILITY LEVITATE LESSER RESTORATION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 10 V, S Instantaneous
hour minutes
You touch a creature and can end either one
an eyelash encased in gum arabic either a small leather loop or a piece of golden disease or one condition afflicting it. The
wire bent into a cup shape with a long shank on condition can be blinded, deafened, paralyzed,
A creature you touch becomes invisible until the one end or poisoned.
spell ends. Anything the target is wearing or
carrying is invisible as long as it is on the One creature or object of your choice that you
target's person. The spell ends for a target that can see within range rises vertically, up to 20
attacks or casts a spell. feet, and remains suspended there for the
At Higher Levels: When you cast this spell duration. The spell can levitate a target that
using a spell slot of 3rd level or higher, you can weighs up to 500 pounds. An unwilling creature
target one additional creature for each slot level that succeeds on a Constitution saving throw is
above 2nd. 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.
Bard, Druid (Grassland), When the spell ends, the target floats gently to Bard, Cleric, Cleric (Life), Druid,
the ground if it is still aloft.
Sorcerer, Warlock, Wizard, Paladin, Paladin (Devotion),
Rogue (Arcane Trickster) 2nd Illusion Sorcerer, Wizard 2nd Transmutation Ranger 2nd Abjuration

MAGIC WEAPON MAGIC MOUTH (RITUAL) PROTECTION FROM POISON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Touch 1 minute 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Until dispelled V, S 1 hour
hour
a small bit of honeycomb and jade dust worth at You touch a creature. If it is poisoned, you
You touch a nonmagical weapon. Until the spell least 10 gp, which the spell consumes neutralize the poison. If more than one poison
ends, that weapon becomes a magic weapon afflicts the target, you neutralize on poison that
with a +1 bonus to attack rolls and damage You implant a message within an object in range, a you know is present, or you neutralize one at
rolls. message that is uttered when a trigger condition is met. random.
Choose an object that you can see and that isn't being worn
At Higher Levels: When you cast this spell or carried by another creature. Then speak the message, For the duration, the target has advantage on
using a spell slot of 4th level or higher, the which must be 25 words or less, though it can be delivered saving throws against being poisoned, and it
bonus increases to +2. When you use a spell over as long as 10 minutes. Finally, determine the has resistance to poison damage.
slot of 6th level or higher, the bonus increases circumstance that will trigger the spell to deliver your
to +3. message.
When that circumstance occurs, a magical mouth appears
on the object and recites the message in your voice and at
the same volume you spoke. If the object you chose has a
mouth or something that looks like a mouth (for example,
the mouth of a statue), the magical mouth appears there so
that words appear to come from the object's mouth. When
you cast this spell, you can have the spell end after it
delivers its message, or it can remain and repeats its
message whenever the trigger occurs.
The triggering circumstance can be as general or as
detailed as you like, though it must be based on visual or
audible conditions that occur within 30 feet of the object.
For example, you could instruct the mouth to speak when
any creature moves within 30 feet of the object or when a

Cleric (Arcana), Cleric (War), Bard, Wizard, Rogue (Arcane


Paladin, Wizard 2nd Transmutation Trickster) 2nd Illusion Cleric, Druid, Paladin, Ranger 2nd Abjuration

ROPE TRICK SPIDER CLIMB SEE INVISIBILITY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentration, up to 1 V, S, M 1 hour
hour
powdered corn extract and a twisted loop of A pinch of Talc and a small sprinkling of
parchment a drop of bitumen and a spider powdered silver
You touch a length of rope that is up to 60 feet Until the spell ends, one willing creature you For the duration, you see invisible creatures
long. One end of the rope then rises into the air touch gains the ability to move up, down, and and objects as if they were visible, and you can
until the whole rope hangs perpendicular to the across vertical surfaces and upside down along see into the Ethereal Plane. Ethereal creatures
ground. At the upper end of the rope, an ceilings, while leaving its hands free. The target and objects appear ghostly and translucent.
invisible entrance opens to an extradimensional also gains a climbing speed equal to its walking
space that lasts until the spell ends. speed.
The extradimensional space can be reached by
climbing to the top of the rope. The space can
hold as many as eight Medium or smaller
creatures. The rope can be pulled into the
space, making the rope disappear from view
outside the space.
Attacks and spells can't cross through the
entrance into or out of the extradimensional
space, but those inside can see out of it as if
through a 3-foot-by-5-foot window centered on
the rope.
Anything inside the extradimensional space
drops out when the spell ends.
Druid (Forest), Druid
(Mountain), Druid (Underdark),
Wizard 2nd Transmutation Sorcerer, Warlock, Wizard 2nd Transmutation Bard, Sorcerer, Wizard 2nd Divination
BLINK DISPEL MAGIC ELEMENTAL WEAPON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V, S Instantaneous V, S Concentration, up to 1
hour
Roll a d20 at the end of each of your turns for the Choose any creature, object, or magical effect
duration of the spell. On a roll of 11 or higher, you within range. Any spell of 3rd level or lower on A nonmagical weapon you touch becomes a
vanish from your current plane of existence and the target ends. For each spell of or higher on magic weapon. Choose one of the following
appear in the Ethereal Plane (the spell fails and the the target, make an ability check using your damage types - acid, cold, fire, lightning, or
casting is wasted if you were already on that plane). thunder. For the duration, the weapon has a +1
At the start of you next turn, and when the spell ends spellcasting ability. The DC equals 10 + the
if you are on the Ethereal Plane, you return to an spell's level. On a successful check, the spell bonus to attack rolls and deals an extra 1d4
unoccupied space of your choice that you can see ends. damage of the chosen type when it hits.
within 10 feet of the space you vanished from. If no At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
unoccupied space is available within that range, you using a spell slot of 4th level or higher, you using a spell slot of 5th or 6th level, the bonus
appear in the nearest unoccupied space (chosen at automatically end the effects of a spell on the to attack rolls increases to +2 and the extra
random if more than one space is equally near). You target if the spell's level is equal to or less than damage increases to 2d4. When you use a
can dismiss this spell as an action. the level of the spell slot you used. spell slot of 7th level or higher, the bonus
While on the Ethereal Plane, you can see and hear increases to +3 and the extra damage
the plane you originated from, which is cast in
shades of gray, and you can't see anything more increases to 3d4.
than 60 feet away. You can only affect and be
affected by other creatures on the Ethereal Plane.
Creature that aren't there can't perceive you or
interact with you, unless they have the ability to do
so.

Bard, Cleric, Cleric (Arcana),


Cleric (Trickery), Druid, Paladin,
Paladin (Devotion), Sorcerer,
Cleric (Trickery), Sorcerer, Warlock, Wizard, Fighter
Warlock (Archfey), Wizard 3rd Transmutation (Eldritch Knight) 3rd Abjuration Paladin 3rd Transmutation

FLY GASEOUS FORM GLYPH OF WARDING


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 1 V, S, M Until dispelled or
minutes hour triggered
a wing feather from any bird a bit of gauze and a wisp of smoke incense and powdered diamond worth at least
200 gp, which the spell consumes
You touch a willing creature. The target gains a You transform a willing creature you touch, along
flying speed of 60 feet for the duration. When with everything it's wearing and carrying, into a misty When you cast this spell, you inscribe a glyph that harms
the spell ends, the target falls if it is still aloft, cloud for the duration. The spell ends if the creature other creatures, either upon a surface (such as a table or a
unless it can stop the fall. drops to 0 hit points. An incorporeal creature isn't section of floor or wall) or within an object that can be
affected. closed (such as a book, a scroll, or a treasure chest) to
At Higher Levels: When you cast this spell While in this form, the target's only method of conceal the glyph. If you choose a surface, the glyph can
using a spell slot of 4th level or higher, you can movement is a flying speed of 10 feet. The target cover an area of the surface no larger than 10 feet in
target one additional creature for each slot level can enter and occupy the space of another creature. diameter. If you choose an object, that object must remain
above 3rd. The target has resistance to nonmagical damage, in its place, if the object is moved more than 10 feet from
and it has advantage on Strength, Dexterity, and where you cast this spell, the glyph is broken and the spell
Constitution saving throws. The target can pass ends without being triggered.
through small holes, narrow openings, and even The glyph is nearly invisible and requires a successful
mere cracks, though it treats liquids as though they Intelligence (Investigation) check against your spell save
were solid surfaces. The target can't fall and remains DC to be found.
hovering in the air even when stunned or otherwise You decide what triggers the glyph when you cast the spell.
incapacitated. For glyphs inscribed on a surface, the most typical triggers
While in the form of a misty cloud, the target can't include touching or standing on the glyph, removing
talk or manipulate objects, and any objects it was another object covering the glyph, approaching within a
carrying or holding can't be dropped, used, or certain distance of the glyph, or manipulating the object on
otherwise interacted with. The target can't attack or which the glyph is inscribed. For glyphs inscribed within an
cast spells. object, the most common triggers include opening that
object approaching within a certain distance of the object

Druid (Underdark), Sorcerer, Bard, Cleric, Wizard, Fighter


Sorcerer, Warlock, Wizard 3rd Transmutation Warlock, Wizard 3rd Transmutation (Eldritch Knight) 3rd Abjuration

HASTE PROTECTION FROM ENERGY REVIVIFY


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S, M Instantaneous
minute hour
diamonds worth 300 gp, which the spell
a shaving of licorice root For the duration, the willing creature you touch consumes
has resistance to one damage type of your
Choose a willing creature that you can see choice - acid, cold, fire, lightning, or thunder. You touch a creature that has died within the
within range. Until the spell ends, the target's last minute. That creature returns to life with 1
speed is doubled, it gains a +2 bonus to AC, it hit point. This spell can't return to life a creature
has advantage on Dexterity saving throws, and that has died of old age, nor can it restore any
it gains an additional action on each of its turns. missing body parts.
That action can be used only to take the Attack
(one weapon attack only), Dash, Disengage,
Hide, or Use an Object action.
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.

Cleric, Druid, Druid (Desert),


Paladin (Ancients), Paladin
Druid (Grassland), Paladin (Vengeance), Ranger, Sorcerer,
(Vengeance), Sorcerer, Wizard 3rd Transmutation Wizard, Fighter (Eldritch Knight) 3rd Abjuration Cleric, Cleric (Life), Paladin 3rd Necromancy
WATER WALK (RITUAL) WATER BREATHING (RITUAL) ARCANE EYE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M 24 hours V, S, M Concentration, up to 1
hour
a piece of cork a short reed or piece of straw
a bit of bat fur
This spell grants the ability to move across any This spell grants up to ten willing creatures you
liquid surface - such as water, acid, mud, snow, can see within range the ability to breathe You create an invisible, magical eye within
quicksand, or lava - as if it were harmless solid underwater until the spell ends. Affected range that hovers in the air for the duration.
ground (creatures crossing molten lava can still creatures also retain their normal mode of You mentally receive visual information from the
take damage from the heat). Up to ten willing respiration. eye, which has normal vision and darkvision out
creatures you can see within range gain this to 30 feet. The eye can look in every direction.
ability for the duration. As an action, you can move the eye up to 30
If your target a creature submerged in a liquid, feet in any direction. There is no limit to how far
the spell carries the target to the surface of the away from you the eye can move, but it can't
liquid at a rate of 60 feet per round. 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.

Cleric, Druid, Druid (Coast),


Druid (Swamp), Ranger, Druid, Druid (Coast), Ranger, Cleric (Arcana), Cleric
Sorcerer 3rd Transmutation Sorcerer, Wizard 3rd Transmutation (Knowledge), Wizard 4th Divination

FREEDOM OF MOVEMENT FABRICATE LEOMUND'S SECRET CHEST


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 10 minutes 120 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Instantaneous V, S, M Instantaneous
a leather strap, bound around the arm or a You convert raw materials into products of the same an exquisite chest, 3 feet by 2 feet by 2 feet,
similar appendage material. For example, you can fabricate a wooden constructed from rare materials worth at least
bridge from a clump of trees, a rope from a patch of
hemp, and clothes from flax or wool. 5,000 gp, and a Tiny replica made from the
You touch a willing creature. For the duration, same materials worth at least 50 gp
the target's movement is unaffected by difficult Choose raw materials that you can see within range.
You can fabricate a Large or smaller object
terrain, and spells and other magical effects (contained within a 10-foot cube, or eight connected You hide a chest, and all its contents, on the
can neither reduce the target's speed nor cause 5-foot cubes), given a sufficient quantity of raw Ethereal Plane. You must touch the chest and
the target to be paralyzed or restrained. material. If you are working with metal, stone, or the miniature replica that serves as a material
The target can also spend 5 feet of movement another mineral substance, however, the fabricated component for the spell. The chest can contain
to automatically escape from nonmagical object can be no larger than Medium (contained up to 12 cubic feet of nonliving material (3 feet
restraints, such as manacles or a creature that within a single 5-foot cube). The quality of objects by 2 feet by 2 feet).
has it grappled. Finally, being underwater made by the spell is commensurate with the quality
of the raw materials. While the chest remains on the Ethereal Plane,
imposes no penalties on the target's movement Creatures or magic items can't be created or you can use an action and touch the replica to
or attacks. transmuted by this spell. You also can't use it to recall the chest. It appears in an unoccupied
create items that ordinarily require a high degree of space on the ground within 5 feet of you. You
craftsmanship, such as jewelry, weapons, glass, or can send the chest back to the Ethereal Plane
armor, unless you have proficiency with the type of by using an action and touching both the chest
artisan's tools used to craft such objects. and the replica.
After 60 days, there is a cumulative 5 percent
Bard, Cleric, Cleric (War), Druid,
chance per day that the spell's effect ends. This
effect ends if you cast this spell again, if the
Druid (Arctic), Druid (Coast), smaller replica chest is destroyed, or if you
Druid (Forest), Druid choose to end the spell as an action. If the spell
ends and the larger chest is on the Ethereal
(Grassland), Druid (Swamp), Pl it i i t i bl l t
Paladin (Devotion), Ranger 4th Abjuration Wizard, Fighter (Eldritch Knight) 4th Evocation Cleric (Arcana), Wizard 4th Conjuration

MORDENKAINEN'S FAITHFUL MORDENKAINEN'S PRIVATE OTILUKE'S RESILIENT SPHERE


HOUND SANCTUM CASTING TIME RANGE
1 action 30 feet
CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 10 minutes 120 feet COMPONENTS DURATION
V, S, M Concentration, up to 1
COMPONENTS DURATION COMPONENTS DURATION minute
V, S, M 8 hours V, S, M 24 hours
a hemispherical piece of clear crystal and a
a tiny silver whistle, a piece of bone, and a a thin sheet of lead, a piece of opaque glass, a matching hemispherical piece of gum arabic
thread wad of cotton or cloth, and powdered chrysolite A sphere of shimmering force encloses a creature or
You make an area within range magically secure. object of Large size or smaller within range. An
You conjure a phantom watchdog in an unwilling creature must make a Dexterity saving
unoccupied space that you can see within The area is a cube that can be as small as 5 feet to throw. On a failed save, the creature is enclosed for
range, where it remains for the duration, until as large as 100 feet on each side. The spell lasts for the duration.
you dismiss it as an action, or until you move the duration or until you use an action to dismiss it. Nothing, not physical objects, energy, or other spell
When you cast the spell, you decide what sort of effects, can pass through the barrier, in or out,
more than 100 feet away from it. security the spell provides, choosing any or all of the
The hound is invisible to all creatures except following properties. though a creature in the sphere can breathe there.
you and can't be harmed. When a Small or • Sound can't pass through the barrier at the edge of The sphere is immune to all damage, and a creature
larger creature comes within 30 feet of it the warded area. or object inside can't be damaged by attacks or
• The barrier of the warded area appears dark and effects originating from outside, nor can a creature
without first speaking the password that you inside the sphere damage anything outside it.
specify when you cast this spell, the hound foggy, preventing vision (including darkvision) The sphere is weightless and just large enough to
starts barking loudly. The hound sees invisible through it. contain the creature or object inside. An enclosed
creatures and can see into the Ethereal Plane. • Sensors created by divination spells can't appear creature can use its action to push against the
inside the protected area or pass through the barrier sphere's walls and thus roll the sphere at up to half
It ignores illusions. at its perimeter.
At the start of each of your turns, the hound • Creatures in the area can't be targeted by divination the creature's speed. Similarly, the globe can be
attempts to bite one creature within 5 feet of it spells. picked up and moved by other creatures.
that is hostile to you. The hound's attack bonus • Nothing can teleport into or out of the warded area. A disintegrate spell targeting the globe destroys it
• Planar travel is blocked within the warded area. without harming anything inside it.
is equal to your spellcasting ability modifier +
your proficiency bonus. On a hit, it deals 4d8 Casting this spell on the same spot every day for a
piercing damage. year makes this effect permanent.
At Higher Levels: When you cast this spell using a
Wizard 4th Conjuration Wizard, Fighter (Eldritch Knight) 4th Abjuration Wizard, Fighter (Eldritch Knight) 4th Evocation
STONE SHAPE STONESKIN ANIMATE OBJECTS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentration, up to 1 V, S Concentration, up to 1
hour minute
soft clay, which must be worked into roughly the
diamond dust worth 100 gp, which the spell Objects come to life at your command. Choose up to ten
desired shape of the stone object nonmagical objects within range that are not being worn or
consumes carried. Medium targets count as two objects, Large targets
You touch a stone object of Medium size or count as four objects, Huge targets count as eight objects.
smaller or a section of stone no more than 5 This spell turns the flesh of a willing creature You can't animate any object larger than Huge. Each target
feet in any dimension and form it into any you touch as hard as stone. Until the spell animates and becomes a creature under your control until
shape that suits your purpose. So, for example, ends, the target has resistance to nonmagical the spell ends or until reduced to 0 hit points.
you could shape a large rock into a weapon, bludgeoning, piercing, and slashing damage. As a bonus action, you can mentally command any
idol, or coffer, or make a small passage through creature you made with this spell if the creature is within
a wall, as long as the wall is less than 5 feet 500 feet of you (if you control multiple creatures, you can
thick. You could also shape a stone door or its command any or all of them at the same time, issuing the
same command to each one). You decide what action the
frame to seal the door shut. The object you creature will take and where it will move during its next turn,
create can have up to two hinges and a latch, or you can issue a general command, such as to guard a
but finer mechanical detail isn't possible. particular chamber or corridor. If you issue no commands,
the creature only defends itself against hostile creatures.
Once given an order, the creature continues to follow it until
its task is complete.
Animated Object Statistics
Tiny - HP: 20, AC: 18, Attack: +8 to hit, 1d4 + 4 damage,
Str: 4, Dex: 18
Small - HP: 25, AC: 16, Attack: +6 to hit, 1d8 + 2 damage,
Str: 6, Dex: 14
Cleric (War), Druid, Druid Medium - HP: 40, AC: 13, Attack: +5 to hit, 2d6 + 1
(Mountain), Paladin (Ancients), damage, Str: 10, Dex: 12
Large - HP: 50, AC: 10, Attack: +6 to hit, 2d10 + 2 damage,
Cleric, Druid, Druid (Mountain), Ranger, Sorcerer, Wizard, Str: 14 Dex: 10
Druid (Underdark), Wizard 4th Transmutation Fighter (Eldritch Knight) 4th Abjuration Bard, Sorcerer, Wizard 5th Transmutation

BIGBY'S HAND CREATION GREATER RESTORATION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 minute 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Special V, S, M Instantaneous
minute
a tiny piece of matter of the same type of the diamond dust worth 100 gp, which the spell
an eggshell and a snakeskin glove item you plan to create consumes
You create a Large hand of shimmering, translucent force in You pull wisps of shadow material from the You imbue a creature you touch with positive
an unoccupied space that you can see within range. The Shadowfell to create a nonliving object of vegetable
hand lasts for the spell's duration, and it moves at your energy to undo a debilitating effect. You can
matter within range - soft goods, rope, wood, or reduce the target's exhaustion level by one, or
command, mimicking the movements of your own hand. something similar. You can also use this spell to
The hand is an object that has AC 20 and hit points equal create mineral objects such as stone, crystal, or end one of the following effects on the target.
to your hit point maximum. If it drops to 0 hit points, the metal. The object created must be no larger than a • One effect that charmed or petrified the target
spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 5-foot cube, and the object must be of a form and • One curse, including the target's attunement
(+0). The hand doesn't fill its space. material that you have seen before. to a cursed magic item
When you cast the spell and as a bonus action on your The duration depends on the object's material. If the • Any reduction to one of the target's ability
subsequent turns, you can move the hand up to 60 feet and object is composed of multiple materials, use the scores
then cause one of the following effects with it. shortest duration.
Clenched Fist. The hand strikes one creature or object • One effect reducing the target's hit point
Material - Duration: maximum
within 5 feet of it. Make a melee spell attack for the hand Vegetable matter - 1 day
using your game statistics. On a hit, the target takes 4d8 Stone/crystal - 12 hours
force damage. Precious metals - 1 hour
Forceful Hand. The hand attempts to push a creature within Gems - 10 minutes
5 feet of it in a direction you choose. Make a check with the Adamantine/Mithral - 1 minute
hand's Strength contested by the Strength (Athletics) check Using any material created by this spell as another
of the target. If the target is Medium or smaller, you have spell's material component causes that spell to fail.
advantage on the check. If you succeed, the hand pushes At Higher Levels: When you cast this spell using a
the target up to 5 feet plus a number of feet equal to five spell slot of 6th level or higher, the cube increases by
times your spellcasting ability modifier. The hand moves 5 feet for each slot level above 5th
with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or
smaller creature within 5 feet of it You use the hand's Sorcerer, Wizard, Rogue
Wizard 5th Evocation (Arcane Trickster) 5th Illusion Bard, Cleric, Druid 5th Abjuration

WALL OF STONE
CASTING TIME RANGE
1 action 120 feet
COMPONENTS DURATION
V, S, M Concentration, up to 10
minutes
a small block of granite
A nonmagical wall of solid stone springs into existence at a
point you choose within range. The wall is 6 inches thick
and is composed of ten 10-foot-by-10-foot panels. Each
panel must be contiguous with at least on other panel.
Alternatively, you can create 10-foot-by-20-foot panels that
are only 3 inches thick.
If the wall cuts through a creature's space when it appears,
the creature is pushed to one side of the wall (your choice).
If a creature would be surrounded on all sides by the wall
(or the wall and another solid surface), that creature can
make a Dexterity saving throw. On a success, it can use its
reaction to move up to its speed so that it is no longer
enclosed by the wall.
The wall can have any shape you desire, though it can't
occupy the same space as a creature or object. the wall
doesn't need to be vertical or resting on any firm
foundation. It must, however, merge with and be solidly
supported by existing stone. Thus you can use this spell to
bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must
halve the size of each panel to create supports. You can
crudely shape the wall to create crenellations, battlements,

Druid, Druid (Desert), Druid


(Mountain), Sorcerer, Wizard 5th Evocation

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