Alarm
You set an alarm against unwanted intrusion.
You set an alarm against unwanted intrusion.
This spell lets you convince a beast that you mean it no harm.
Up to three creatures of your choice that you can see within range must make charisma saving throws.
You bless up to three creatures of your choice within range.
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.
You attempt to charm a humanoid you can see within range.
A dazzling array of flashing, colored light springs from your hand.
You speak a one-word command to a creature you can see within range.
For the duration, you understand the literal meaning of any spoken language that you hear.
You either create or destroy water.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
For 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 loc...
For the duration, you sense the presence of magic within 30 feet of you.
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
You make yourself–including your clothing, armor, weapons, and other belongings on your person–look different until the spell ends or until you use your acti...
Your prayer empowers you with divine radiance.
Grasping weeds and vines sprout from the ground in a 20-foot square starting form a point within range.
This spell allows you to move at an incredible pace.
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
Choose up to five falling creatures within range.
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, ...
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 ...
You create a 20-foot-radius sphere of fog centered on a point within range.
Up to ten berries appear in your hand and are infused with magic for the duration.
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.
A flash of light streaks toward a creature of your choice within range.
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames.
A willing creature you touch is imbued with bravery.
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.
You choose a creature you can see within range and mystically mark it as your quarry.
You choose one object that you must touch throughout the casting of the spell.
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
Make a melee spell attack against a creature you can reach.
You touch a creature.
You touch a creature.
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.
You create three glowing darts of magical force.
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and u...
All 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 disea...
You ward a creature within range against attack.
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
An invisible barrier of magical force appears and protects you.
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube.
This spell sends creatures into a magical slumber.
You gain the ability to comprehend and verbally communicate with beasts for the duration.
A wave of thunderous force sweeps out from you.
This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends.
You set an alarm against intrusion.
Target a Beast that you can see within range.
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw.
You bless up to three creatures within range.
A thin sheet of flames shoots forth from you.
One Humanoid you can see within range makes a Wisdom saving throw.
You hurl an orb of energy at a target within range.
You launch a dazzling array of flashing, colorful light.
You speak a one-word command to a creature you can see within range.
For the duration, you understand the literal meaning of any language that you hear or see signed.
You do one of the following.
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself.
For the duration, you sense the presence of magical effects within 30 feet of yourself.
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself.
You make yourself–including your clothing, armor, weapons, and other belongings on your person–look different until the spell ends.
One creature of your choice that you can see within range hears a discordant melody in its mind.
Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
The target takes an extra 2d8 Radiant damage from the attack.
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw.
Grasping plants sprout from the ground in a 20-foot square within range.
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice).
You gain 2d4 + 4 Temporary Hit Points.
Choose up to five falling creatures within range.
You gain the service of a familiar, a spirit that takes an animal form you choose.
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 ...
You create a 20-foot-radius Sphere of fog centered on a point within range.
Ten berries appear in your hand and are infused with magic for the duration.
Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.
You hurl a bolt of light toward a creature within range.
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
The creature that damaged you is momentarily surrounded by green flames.
A willing creature you touch is imbued with bravery.
You place a curse on a creature that you can see within range.
One creature of your choice that you can see within range makes a Wisdom saving throw.
You magically mark one creature you can see within range as your quarry.
You create a shard of ice and fling it at one creature within range.
You touch an object throughout the spell’s casting.
You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration.
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
You touch a willing creature.
You touch a creature.
You touch a willing creature who isn’t wearing armor.
You create three glowing darts of magical force.
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead.
You remove poison and rot from nonmagical food and drink in a 5- foot-radius Sphere centered on a point within range.
You shoot a greenish ray at a creature within range.
You ward a creature within range.
As you hit the target, it takes an extra 1d6 Fire damage from the attack.
An imperceptible barrier of magical force protects you.
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube.
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condi...
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
You unleash a wave of thunderous energy.
This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends.
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid.
Choose up to three creatures within range.
You alter your physical form.
A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target...
You touch a closed door, window, gate, container, or hatch and magically lock it for the duration.
With a touch, you place an illusion on a willing creature or an object that isn’t being worn or carried.
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes.
You touch a willing creature.
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the dur...
Your body becomes blurred.
Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the fol...
A flame springs from an object that you touch.
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere.
For the duration, a willing creature you touch has Darkvision with a range of 150 feet.
You activate one of the effects below.
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison.
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma.
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below).
You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw.
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range.
You sense any trap within range that is within line of sight.
You evoke a fiery blade in your free hand.
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range.
You touch a corpse or other remains.
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration.
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range.
Choose a Humanoid that you can see within range.
A creature you touch has the Invisible condition until the spell ends.
Choose an object that you can see within range.
You touch a creature and end one condition on it.
One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration.
Describe or name a specific kind of Beast, Plant creature, or nonmagical plant.
Describe or name an object that is familiar to you.
You implant a message within an object in range–a message that is uttered when a trigger condition is met.
You touch a nonmagical weapon.
You drive a spike of psionic energy into the mind of one creature you can see within range.
Three illusory duplicates of yourself appear in your space.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
A silvery beam of pale light shines down in a 5-foot-radius, 40- foot-high Cylinder centered on a point within range.
You radiate a concealing aura in a 30-foot Emanation for the duration.
You attempt to craft an illusion in the mind of a creature you can see within range.
Up to five creatures of your choice who remain within range for the spell’s entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points.
You touch a creature and end the Poisoned condition on it.
A beam of enervating energy shoots from you toward a creature within range.
You touch a rope.
You hurl three fiery rays.
For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane.
A loud noise erupts from a point of your choice within range.
The target hit by the strike takes an extra 2d6 Radiant damage from the attack.
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range.
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its h...
The ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns.
You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration.
You suggest a course of activity–described in no more than 25 words–to one creature you can see within range that can hear and understand you.
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends.
You conjure a mass of sticky webbing at a point within range.
You create a magical zone that guards against deception in a 15- foot-radius Sphere centered on a point within range.
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range.
Choose any number of creatures within range.
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration.
Roll 1d6 at the end of each of your turns for the duration.
A storm cloud appears at a point within range that you can see above yourself.
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamil...
You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range.
You attempt to interrupt a creature in the process of casting a spell.
You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range–both useful in fending off the hazards of malnutrition...
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere.
Choose one creature, object, or magical effect within range.
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion.
You touch a willing creature.
A willing creature you touch shape-shifts, along with everything it’s wearing and carrying, into a misty cloud for the duration.
You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the g...
Choose a willing creature that you can see within range.
You create a twisting pattern of colors in a 30-foot Cube within range.
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose.
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range.
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube.
Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration.
For the duration, you hide a target that you touch from Divination spells.
A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range.
This spell channels vitality into plants.
For the duration, the willing creature you touch has Resistance to one damage type of your choice.
At your touch, all curses affecting one creature or object end.
You touch a creature that has died within the last minute.
You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it.
Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range.
You alter time around up to six creatures of your choice in a 40- foot Cube within range.
You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose.
You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simpl...
Protective spirits flit around you in a 15-foot Emanation for the duration.
You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range.
A 10-foot Emanation springs into existence around you and remains stationary for the duration.
This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees.
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds.
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends.
This spell grants the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground (creat...
A wall of strong wind rises from the ground at a point you choose within range.
You create an Invisible, invulnerable eye within range that hovers for the duration.
An aura radiates from you in a 30-foot Emanation for the duration.
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration.
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range.
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successfu...
One creature you can see within range makes a Wisdom saving throw.
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
Each creature in a 10-foot-radius Sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can’t take Bonus A...
You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration.
You conjure nature spirits that flit around you in a 10-foot Emanation for the duration.
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects.
You touch a creature and grant it a measure of protection from death.
You teleport to a location within range.
This spell puts you in contact with a god or a god’s servants.
One Beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
You convert raw materials into products of the same material.
You conjure a phantom watchdog in an unoccupied space that you can see within range.
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
You touch a willing creature.
You summon a giant centipede, spider, or wasp (chosen when you cast the spell).
A creature you touch has the Invisible condition until the spell ends.
A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range.
You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain.
Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range.
Describe or name a creature that is familiar to you.
You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature.
You attempt to transform a creature that you can see within range into a Beast.
You make an area within range magically secure.
A shimmering sphere encloses a Large or smaller creature or object within range.
You hide a chest and all its contents on the Ethereal Plane.
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like.
Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.
You point at a location within range, and a glowing, 1-foot- diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere.
You create a wall of fire on a solid surface within range.
Objects animate at your command.
An aura extends from you in a 10-foot Emanation for the duration.
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range.
You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target.
You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range.
You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no.
You commune with nature spirits and gain knowledge of the surrounding area.
You unleash a blast of cold air.
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range.
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane.
Your touch inflicts a magical contagion.
You pull wisps of shadow material from the Shadowfell to create an object within range.
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you.
One Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
You target a creature you know on the same plane of existence.
A vertical column of brilliant fire roars down from above.
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activit...
You touch a creature and magically remove one of the following effects from it.
You touch a point and infuse an area around it with holy or unholy power.
Choose a creature that you can see within range.
Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range.
Name or describe a famous person, place, or object.
A wave of healing energy washes out from a point you can see within range.
You gain the Invisible condition at the same time that an illusory double of you appears where you are standing.
You attempt to reshape another creature’s memories.
A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the durat...
You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service.
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died.
You touch a dead Humanoid or a piece of one.
You can see and hear a creature you choose that is on the same plane of existence as you.
You give an illusory appearance to each creature of your choice that you can see within range.
You call forth a Dragon spirit.
You gain the ability to move or manipulate creatures or objects by thought.
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the dura...
As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of you...
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.
An Invisible wall of force springs into existence at a point you choose within range.
A nonmagical wall of solid stone springs into existence at a point you choose within range.
You create a wall of whirling blades made of magical energy.
You launch a lightning bolt toward a target you can see within range.
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range.
You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range.
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you.
You can cast this spell only at night.
You launch a green ray at a target you can see within range.
For the duration, your eyes become an inky void.
You magically sense the most direct physical route to a location you name.
You attempt to turn one creature that you can see within range into stone.
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor.
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere.
An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
You create a ward that protects up to 2,500 square feet of floor space.
You unleash virulent magic on a creature you can see within range.
Choose a creature that you can see within range.
You conjure a feast that appears on a surface in an unoccupied 10- foot Cube next to you.
You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less.
One creature that you can see within range must make a Wisdom saving throw.
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s Material component.
You suggest a course of activity–described in no more than 25 words–to twelve or fewer creatures you can see within range that can hear and understand you.
Choose an area of terrain no larger than 40 feet on a side within range.
You beseech an otherworldly entity for aid.
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs.
You launch a sunbeam in a 5-foot-wide, 60-foot-long Line.
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence.
For the duration, the willing creature you touch has Truesight with a range of 120 feet.
You create a wall of ice on a solid surface within range.
You create a wall of tangled brush bristling with needle-sharp thorns.
You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud.
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary.
You create a spectral sword that hovers within range.
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range.
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration.
You utter a word imbued with power from the Upper Planes.
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane.
You unleash negative energy toward a creature you can see within range.
A storm of fire appears within range.
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range.
You conjure a shimmering door in range that lasts for the duration.
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain.
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.
Eight rays of light flash from you in a 60-foot Cone.
You create an illusory copy of yourself that lasts for the duration.
A creature you touch regains 4d8 + 15 Hit Points.
With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died.
This spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range.
With a touch, you magically sequester an object or a willing creature.
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell.
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest).
This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a d...
Choose any number of willing creatures that you can see within range.
An aura of antimagic surrounds you in 10-foot Emanation.
As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller.
You blast the mind of a creature that you can see within range.
You touch a creature or at least 1 cubic inch of its flesh.
You take control of the weather within 5 miles of you for the duration.
You create a shadowy Medium door on a flat solid surface that you can see within range.
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
Choose a point on the ground that you can see within range.
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15.
For the duration, you emit an aura in a 30-foot Emanation.
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range.
You banish a creature that you can see within range into a labyrinthine demiplane.
Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition.
You overwhelm the mind of one creature you can see within range.
Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range.
A wall of water springs into existence at a point you choose within range.
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plan...
You touch a willing creature and bestow a limited ability to see into the immediate future.
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence.
You create a magical restraint to hold a creature that you can see within range.
A flood of healing energy flows from you into creatures around you.
Blazing orbs of fire plummet to the ground at four different points you can see within range.
A wave of healing energy washes over one creature you can see within range.
You compel one creature you can see within range to die.
A shimmering, multicolored plane of light forms a vertical opaque wall–up to 90 feet long, 30 feet high, and 1 inch thick–centered on a point within range.
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form.
A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet.
You briefly stop the flow of time for everyone but yourself.
Choose one creature or nonmagical object that you can see within range.
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age.
You try to create illusory terrors in others’ minds.
Wish is the mightiest spell a mortal can cast.
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere.
Channeling the chill of the grave, make a melee spell attack against a target within reach.
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration.
**Weather Sensor.
You hurl a beam of crackling energy.
You exert control over the elements, creating one of the following effects within range.
You hurl a mote of fire at a creature or an object within range.
You touch a willing creature and choose a skill.
You touch one Large or smaller object that isn’t being worn or carried by someone else.
A spectral, floating hand appears at a point you choose within range.
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.
You point toward a creature within range and whisper a message.
You create a sound or an image of an object within range that lasts for the duration.
You spray toxic mist at a creature within range.
You create a magical effect within range.
A flickering flame appears in your hand and remains there for the duration.
A frigid beam of blue-white light streaks toward a creature within range.
You touch a willing creature and choose a damage type.
Flame-like radiance descends on a creature that you can see within range.
A Club or Quarterstaff you are holding is imbued with nature’s power.
Lightning springs from you to a creature that you try to touch.
You cast sorcerous energy at one creature or object within range.
Choose a creature within range that has 0 Hit Points and isn’t dead.
You launch a mote of light at one creature or object within range.
You manifest a minor wonder within range.
Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting.
You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range.
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid.
Your spell bolsters your allies with toughness and resolve.
You assume a different form.
By means of this spell, you use an animal to deliver a message.
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it.
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly ...
You touch a willing creature.
You can blind or deafen a foe.
Your body becomes blurred, shifting and wavering to all who can see you.
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike.
You attempt to suppress strong emotions in a group of people.
A flame, equivalent in brightness to a torch, springs forth from an object that you touch.
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration.
You touch a willing creature to grant it the ability to see in the dark.
For the duration, you can read the thoughts of certain creatures.
You touch a creature and bestow upon it a magical enhancement.
You cause a creature or an object you can see within range to grow larger or smaller for the duration.
You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a wisdom saving throw.
You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it.
You sense the presence of any trap within range that is within line of sight.
You evoke a fiery blade in your free hand.
A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration.
You touch a corpse or other remains.
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration.
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range.
Choose a humanoid that you can see within range.
A creature you touch becomes invisible until the spell ends.
Choose an object that you can see within range.
You touch a creature and can end either one disease or one condition afflicting it.
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration.
Describe or name a specific kind of beast or plant.
Describe or name an object that is familiar to you.
You plant a message to an object in the range of the spell.
You touch a nonmagical weapon.
Three illusory duplicates of yourself appear in your space.
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range.
A veil of shadows and silence radiates from you, masking you and your companions from detection.
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier.
You touch a creature.
A black beam of enervating energy springs from your finger toward a creature within range.
You touch a length of rope that is up to 60 feet long.
You create three rays of fire and hurl them at targets within range.
For the duration of the spell, you see invisible creatures and objects as if they were visible, and you can see through Ethereal.
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range.
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while l...
The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns.
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you.
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
You conjure a mass of thick, sticky webbing at a point of your choice within range.
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range.
This spell creates an undead servant.
This spell bestows hope and vitality.
You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell.
Roll a d20 at the end of each of your turns for the duration of the spell.
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you.
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamil...
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.
You attempt to interrupt a creature in the process of casting a spell.
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds fo...
A 60-foot-radius sphere of light spreads out from a point you choose within range.
Choose one creature, object, or magical effect within range.
You project a phantasmal image of a creature’s worst fears.
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.
You touch a willing creature.
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration.
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an...
Choose a willing creature that you can see within range.
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range.
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.
You create a 10-foot radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range.
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting abi...
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the dura...
For the duration, you hide a target that you touch from divination magic.
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range.
This spell channels vitality into plants within a specific area.
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
At your touch, all curses affecting one creature or object end.
You touch a creature that has died within the last minute.
You send a short message of twenty-five words or less to a creature with which you are familiar.
Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range.
You alter time around up to six creatures of your choice in a 40-foot cube within range.
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose.
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands.
You call forth spirits to protect you.
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range.
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration.
This spell grants the creature you touch the ability to understand any spoken language it hears.
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds.
This spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term.
This spell grants the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground (creat...
A wall of strong wind rises from the ground at a point you choose within range.
You create an invisible, magical eye within range that hovers in the air for the duration.
You attempt to send one creature that you can see within range to another plane of existence.
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range.
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it.
Creatures of your choice that you can see within range and that can hear you must make a wisdom saving throw.
This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action.
You summon elementals that appear in unoccupied spaces that you can see within range.
You summon fey creatures that appear in unoccupied spaces that you can see within range.
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side.
You touch a creature and grant it a measure of protection from death.
You teleport yourself from your current location to any other spot within range.
Your magic and an offering put you in contact with a god or a god’s servants.
You attempt to beguile a creature that you can see within range.
You convert raw materials into products of the same material.
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or...
Thin and vaporous flame surround your body for the duration of the spell, radiating a bright light bright light in a 10-foot radius and dim light for an addi...
You touch a willing creature.
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration.
You or a creature you touch becomes invisible until the spell ends.
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range.
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain.
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range.
Describe or name a creature that is familiar to you.
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.
This spell transforms a creature that you can see within range into a new form.
You make an area within range magically secure.
A sphere of shimmering force encloses a creature or object of Large size or smaller within range.
You hide a chest, and all its contents, on the Ethereal Plane.
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purp...
This spell turns the flesh of a willing creature you touch as hard as stone.
You create a wall of fire on a solid surface within range.
Objects come to life at your command.
A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and c...
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range.
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant.
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range.
You briefly become one with nature and gain knowledge of the surrounding territory.
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no.
A blast of cold air erupts from your hands.
You call forth an elemental servant.
You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane.
Your touch inflicts disease.
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something sim...
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane.
You attempt to beguile a humanoid that you can see within range.
This spell shapes a creature’s dreams.
A vertical column of divine fire roars down from the heavens in a location you specify.
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activi...
You imbue a creature you touch with positive energy to undo a debilitating effect.
You touch a point and infuse an area around it with holy (or unholy) power.
Choose a creature you can see and reach.
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range.
Name or describe a person, place, or object.
A wave of healing energy washes out from a point of your choice within range.
You become invisible at the same time that an illusory double of you appears where you are standing.
You attempt to reshape another creature’s memories.
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and...
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service.
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days.
You touch a dead humanoid or a piece of a dead humanoid.
You can see and hear a particular creature you choose that is on the same plane of existence as you.
This spell allows you to change the appearance of any number of creatures that you can see within range.
You gain the ability to move or manipulate creatures or objects by thought.
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the dura...
As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of ...
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.
An invisible wall of force springs into existence at a point you choose within range.
A nonmagical wall of solid stone springs into existence at a point you choose within range.
You create a vertical wall of whirling, razor-sharp blades made of magical energy.
You create a bolt of lightning that arcs toward a target of your choice that you can see within range.
A sphere of negative energy ripples out in a 60-foot radius sphere from a point within range.
You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower.
Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you.
You can cast this spell only at night.
A thin green ray springs from your pointing finger to a target that you can see within range.
For the spell’s duration, your eyes become an inky void imbued with dread power.
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence.
You attempt to turn one creature that you can see within range into stone.
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor.
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere.
An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.
You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares).
You unleash a virulent disease on a creature that you can see within range.
Choose a creature that you can see within range.
You bring forth a great feast, including magnificent food and drink.
You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less.
Choose one creature that you can see within range.
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component.
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range a...
Choose an area of terrain no larger than 40 feet on a side within range.
You beseech an otherworldly entity for aid.
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs.
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line.
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence.
This spell gives the willing creature you touch the ability to see things as they actually are.
You create a wall of ice on a solid surface within range.
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns.
You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud.
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary.
You create a sword-shaped plane of force that hovers within range.
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range.
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration.
You utter a divine word, imbued with the power that shaped the world at the dawn of creation.
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane.
You send negative energy coursing through a creature that you can see within range, causing it searing pain.
A storm made up of sheets of roaring flame appears in a location you choose within range.
An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range.
You conjure an extradimensional dwelling in range that lasts for the duration.
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain.
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.
Eight multicolored rays of light flash from your hand.
You create an illusory copy of yourself that lasts for the duration.
You touch a creature and stimulate its natural healing ability.
You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead.
This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range.
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration.
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell.
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be c...
This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see withi...
Your magic turns others into beasts.
A 10-foot-radius invisible sphere of antimagic surrounds you.
This spell attracts or repels creatures of your choice.
This spell grows an inert duplicate of a living creature as a safeguard against death.
You take control of the weather within 5 miles of you for the duration.
You create a shadowy door on a flat solid surface that you can see within range.
You attempt to beguile a creature that you can see within range.
You create a seismic disturbance at a point on the ground that you can see within range.
You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality.
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15.
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you.
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range.
You banish a creature that you can see within range into a labyrinthine demiplane.
Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination s...
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded.
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range.
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are alr...
You touch a willing creature and bestow a limited ability to see into the immediate future.
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence.
You create a magical restraint to hold a creature that you can see within range.
A flood of healing energy flows from you into injured creatures around you.
Blazing orbs of fire plummet to the ground at four different points you can see within range.
You utter a word of power that can compel one creature you can see within range to die instantly.
A shimmering, multicolored plane of light forms a vertical opaque wall–up to 90 feet long, 30 feet high, and 1 inch thick–centered on a point you can see wit...
You assume the form of a different creature for the duration.
A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet.
You briefly stop the flow of time for everyone but yourself.
Choose one creature or nonmagical object that you can see within range.
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age.
Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.
Wish is the mightiest spell a mortal creature can cast.
You hurl a bubble of acid.
You create a ghostly, skeletal hand in the space of a creature within range.
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.
Whispering to the spirits of nature, you create one of the following effects within ‘range’:.
A beam of crackling energy streaks toward a creature within range.
You hurl a mote of fire at a creature or object within range.
You touch one willing creature.
You touch one object that is no larger than 10 feet in any dimension.
A spectral, floating hand appears at a point you choose within range.
This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin.
You point your finger toward a creature within range and whisper a message.
You create a sound or an image of an object within range that lasts for the duration.
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm.
This spell is a minor magical trick that novice spellcasters use for practice.
A flickering flame appears in your hand.
A frigid beam of blue-white light streaks toward a creature within range.
You touch one willing creature.
Flame-like radiance descends on a creature that you can see within range.
The wood of a club or a quarterstaff you are holding is imbued with nature’s power.
Lightning springs from your hand to deliver a shock to a creature you try to touch.
You touch a living creature that has 0 hit points.
You manifest a minor wonder, a sign of supernatural power, within range.
You extend your hand and point a finger at a target in range.
You unleash a string of insults laced with subtle enchantments at a creature you can see within range.
You touch a willing creature and a protective magical force surrounds it and traps the air around it until the spell ends.
An immobile sphere of force springs into existence around you and remains stationary for the duration.
One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
You whisper a message of twenty five words or less intended for a creature within range.
You intrude the thoughts of a creature you can see within range.
One creature you choose must succeed a Wisdom saving throw or feel immense pain.
Two spectral hands appear floating around you.
One creature you choose must succeed a Wisdom saving throw or become hostile towards all creatures it can see or hear for the duration.
A creature you choose starts hallucinating voices for the duration.
You attempt to delude another creature.
You attempt to make another creature paranoid.
You control the thoughts of a creature you choose.
One humanoid you choose must succeed on a Wisdom saving throw or hear whispers for the duration.
Two creatures you touch switch minds.
You dominate the thoughts of a creature you choose.
One humanoid you choose must succeed on an Intelligence saving throw or become delirious for the duration.
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 60 feet in a direction you ...
You create a magical distraction within range.