1-4 (d426)

d426 Result Result Result Result Result Result Result Result Result

1

Abhorrence

DMS

Cantrip

Action

1 minute

Enchantment

30 feet

You temporarily make a creature within range less appealing to others. The target makes a Wisdom saving throw against your spell. On a successful save, the spell is ineffective. On a failed save, the next time the creature makes a Charisma check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.

2

Abhorrent Apparition

DMS

4th

Action

Instantaneous

Illusion

60 feet

You imbue a terrifying visage onto a gourd and toss it ahead of you to a spot of your choosing within range. Each creature within 15 feet of that spot takes 6d8 psychic damage and becomes frightened of you for 1 minute; a successful Wisdom saving throw halves the damage and negates the fright. A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

3

Absolute Command

DM:CM

4th

Action

Concentration, up to 10 minutes

Clockwork (Transmutation)

Touch

You can control a construct you have built with a challenge rating of 6 or less. You can manipulate objects with your construct as precisely as its construction allows, and you perceive its surroundings through its sensory inputs as if you inhabited its body.The construct uses the caster's Proficiency bonus (modified by the construct's Strength and Dexterity scores). You can use the manipulators of the construct to perform any number of skill-based tasks, using the construct's Strength and Dexterity modifiers when using skills based on those particular abilities.Your body remains immobile, as if paralyzed, for the duration of the spell. The construct must remain within 100 feet of you. If it moves beyond this distance, the spell immediately ends and the caster's mind returns to his or her body.

4

Absorb Elements

XGE

1st

Reaction

1 round

Abjuration

Self

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

5

Accelerate

DM:TM

3rd

Action

Concentration, up to 1 minute

Transmutation (Temporal)

Touch

Choose up to three willing creatures within range, which may include you. Until the end of the spell, the target's movement speed doubles. The target can also take a bonus action on each of its turns. This bonus action can only be used to take the Dash action. In addition, the creature has advantage on Dexterity saving throws while under the effect of this spell.

6

Accelerate

DMS

3rd

Action

Concentration, up to 1 minute

Transmutation (Temporal, Clockwork)

Touch

Choose up to three willing creatures within range, which can include you. For the duration of the spell, each target's walking speed is doubled. Each target can also use a bonus action on each of its turns to take the Dash action, and it has advantage on Dexterity saving throws.

7

Acid Splash

PHB

Cantrip

Action

Instantaneous

Conjuration

60 feet

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

8

Acumen

DMS

Cantrip

Action

Concentration, up to 1 minute

Transmutation

Touch

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Wisdom check of its choice. It can roll the die before or after making the check. The spell then ends.

9

Adjust Position

DMS

1st

Bonus

Instantaneous

Transmutation

30 feet

You adjust the location of an ally to a better tactical position. You move one willing creature within range 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting), so there can be no physical obstacle (such as a wall or a door) in the path.

10

Adjust Positioning

DM:BM

1st

Bonus

Instantaneous

Transmutation

30 feet

You adjust the location of an ally to a better tactical position. You move one willing creature 5 feet. This movement does not provoke opportunity attacks. The creature moves bodily through the intervening space (as opposed to teleporting or gating), so there can be no physical blockage (wall, door) between them.

11

Aganazzar's Scorcher

XGE

2nd

Action

Instantaneous

Evocation

30 feet

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

12

Agonizing Mark

DMS

1st

Action

Concentration, up to 1 minute

Evocation

90 feet

You choose a creature you can see within range to mark as your prey, and a ray of black energy issues forth from you. Until the spell ends, each time you deal damage to the target it must make a Charisma saving throw. On a failed save, it falls prone as its body is filled with torturous agony.

13

Aid

PHB

2nd

Action

8 hours

Abjuration

30 feet

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

14

Air Bubble

AAG

2nd

Action

24 hours

Conjuration

60 feet

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

15

Alarm

PHB

1st

1 Min.

8 hours

Abjuration (ritual)

30 feet

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

16

Ale-dritch Blast

DMS

Cantrip

Action

Instantaneous

Conjuration

60 feet

A stream of ice-cold ale blasts from your outstretched hands toward a creature or object within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage and it must make a successful Constitution saving throw or be poisoned until the end of its next turn. A targeted creature has disadvantage on the saving throw if it has drunk any alcohol within the last hour.The damage increases when you reach higher levels: 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

17

Allure

DMS

Cantrip

Action

Concentration, up to 1 minute

Transmutation

Touch

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Charisma check of its choice. It can roll the die before or after making the check. The spell then ends.

18

Alone

DMS

3rd

Action

Concentration, up to 1 minute

Enchantment

30 feet

You cause a creature within range to believe its allies have been banished to a different realm. The target must succeed on a Wisdom saving throw, or it treats its allies as if they were invisible and silenced. The affected creature cannot target, perceive, or otherwise interact with its allies for the duration of the spell. If one of its allies hits it with a melee attack, the affected creature can make another Wisdom saving throw. On a successful save, the spell ends.

19

Alter Arrow's Fortune

DMS

1st

Reaction

Instantaneous

Divination

100 feet

You clap your hands, setting off a chain of tiny events that culminate in throwing off an enemy's aim. When an enemy makes a ranged attack with a weapon or a spell that hits one of your allies, this spell causes the enemy to reroll the attack roll unless the enemy makes a successful Charisma saving throw. The attack is resolved using the lower of the two rolls (effectively giving the enemy disadvantage on the attack).

20

Alter Self

PHB

2nd

Action

Concentration, up to 1 hour

Transmutation

Self

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again. Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

21

Althea's Travel Tent

DMS

2nd

5 Min.

8 hours

Conjuration (ritual)

Touch

You touch an ordinary, properly pitched canvas tent to create a space where you and a companion can sleep in comfort. From the outside, the tent appears normal, but inside it has a small foyer and a larger bedchamber. The foyer contains a writing desk with a chair; the bedchamber holds a soft bed large enough to sleep two, a small nightstand with a candle, and a small clothes rack. The floor of both rooms is a clean, dry, hard-packed version of the local ground. When the spell ends, the tent and the ground return to normal, and any creatures inside the tent are expelled to the nearest unoccupied spaces.

22

Amplify Light

DMS

1st

Action

Special

Transmutation (Illumination)

Touch

You touch a nonmagical light source and increase its brightness. While the spell is in effect, the radius of the bright light around the source is doubled, and dim light extends for the same distance beyond that area. The light source's duration is halved, however, so that a torch affected by amplify light would burn out in half an hour, or a hooded lantern would burn through its fuel in 3 hours. Adding new fuel to a light source while it is under the effect of amplify light will end the spell and return it to its normal brightness.

23

Analyze Device

DM:CM

Cantrip

1 Hr.

Instantaneous

Clockwork (Divination)

Touch

You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.

24

Analyze Device

DMS

1st

1 Hr.

Instantaneous

Divination (Clockwork)

Touch

You discover all mechanical properties, mechanisms, and functions of a single construct or clockwork device, including how to activate or deactivate those functions, if appropriate.

25

Ancestor's Strength

DMS

1st

Action

Concentration, up to 8 hours

Transmutation

Touch

Choose a willing creature you can see and touch. Its muscles bulge and become invigorated. For the duration, the target is considered one size category larger for determining its carrying capacity, the maximum weight it can lift, push, or pull, and its ability to break objects. It also has advantage on Strength checks.

26

Anchoring Rope

DMS

1st

Action

5 minutes

Evocation

30 feet

You create a spectral lanyard. One end is tied around your waist, and the other end is magically anchored in the air at a point you select within range. You can choose to make the rope from 5 to 30 feet long, and it can support up to 800 pounds. The point where the end of the rope is anchored in midair can't be moved after the spell is cast. If this spell is cast as a reaction while you are falling, you stop at a point of your choosing in midair and take no falling damage. You can dismiss the rope as a bonus action.

27

Angelic Guardian

DMS

1st

Action

Concentration, up to 1 minute

Conjuration (Angelic)

30 feet

You conjure a minor celestial manifestation to protect a creature you can see within range. A faintly glowing image resembling a human head and shoulders hovers within 5 feet of the target for the duration. The manifestation moves to interpose itself between the target and any incoming attacks, granting the target a +2 bonus to AC.Also, the first time the target gets a failure on a Dexterity saving throw while the spell is active, it can use its reaction to reroll the save. The spell then ends.

28

Animal Friendship

PHB

1st

Action

24 hours

Enchantment

30 feet

This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.

29

Animal Messenger

PHB

2nd

Action

24 hours

Enchantment (ritual)

30 feet

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

30

Animal Spy

DMS

2nd

Action

1 hour

Divination

30 feet

You create a mental link between you and a beast within range. Until the spell ends, you can use a bonus action to transfer your awareness to the beast—using its vision, hearing, smell, taste, and touch—and another bonus action on any subsequent turn to return your awareness to your body. You can use an action to dismiss the spell entirely.This spell affects normal beasts, including giant versions of animals, but not conjured animals or familiars. The spell does not allow you to control the beast or make it friendly to you. While you experience the world through the beast's senses, your body is motionless, unaware of the outside world and effectively unconscious.The spell ends if the distance between you and the beast is ever greater than 1 mile, or if the beast is killed. If you are using the beast's senses when it is killed, you must succeed on a DC 14 Wisdom saving throw or be stunned for 1d4 rounds from the shock of experiencing its death.

31

Animate Construct

DM:CM

1st

Action

Concentration, up to 10 minutes

Clockwork (Transmutation)

30 feet

This spell animates a carefully prepared construct of Tiny size. The object acts immediately, on your turn, and can attack your opponents to the best of its ability. You can direct it not to attack, to attack particular enemies, or to perform other actions. You choose the object to animate, and you can change that choice each time you cast the spell. The cost of the body to be animated is 10 gp x its hit points. The body can be reused any number of times, provided it isn't severely damaged or destroyed.If no prepared construct body is available, you can animate a mass of loose metal or stone instead. Before casting, the loose objects must be arranged in a suitable shape (taking up to a minute), and the construct's hit points are halved.An animated construct has a Constitution of 10, Intelligence and Wisdom 3, and Charisma 1. Other characteristics are determined by the construct's size as follows.Animated Object StatisticsSizeHPACAttackStrDexSpell SlotTiny1512+3, 1d4+44161stSmall2513+4, 1d8+26142ndMedium4014+5, 2d6+110123rdLarge5015+6, 2d10+214104thHuge8016+8, 2d12+41885thGargantuan10017+10, 4d8+62066th

32

Animate Dead

PHB

3rd

1 Min.

Instantaneous

Necromancy

10 feet

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

33

Animate Ghoul

DMS

2nd

Action

Instantaneous

Necromancy

Touch

You raise one Medium or Small humanoid corpse as a ghoul under your control. Any class levels or abilities the creature had in life are gone, replaced by the standard ghoul stat block.

34

Animated Scroll

DMS

Cantrip

Action

24 hours

Transmutation

Touch

The paper or parchment must be folded into the shape of an animal before casting the spell. It then becomes an animated paper animal of the kind the folded paper most closely resembles. The creature uses the stat block of any beast that has a challenge rating of 0. It is made of paper, not flesh and bone, but it can do anything the real creature can do: a paper owl can fly and attack with its talons, a paper frog can swim without disintegrating in water, and so forth. It follows your commands to the best of its ability, including carrying messages to a recipient whose location you know.The duration increases by 24 hours at 5th level (48 hours), 11th level (72 hours), and 17th level (96 hours).

35

Anticipate Arcana

DMS

3rd

Reaction

Instantaneous

Divination (Temporal)

Self

Your foresight gives you an instant to ready your defenses against a magical attack. When you cast this spell, you have advantage on saving throws against spells and other magical effects until the start of your next turn.

36

Anticipate Attack

DMS

2nd

Reaction

Instantaneous

Divination (Temporal)

Self

In a flash of foreknowledge, you spot an oncoming attack with enough time to avoid it. Upon casting this spell, you can move up to half your speed without provoking opportunity attacks. The oncoming attack still occurs but misses automatically if you are no longer within the attack's range, are in a space that's impossible for the attack to hit, or can't be targeted by that attack in your new position. If none of those circumstances apply but the situation has changed—you have moved into a position where you have cover, for example—then the attack is made after taking the new situation into account.

37

Anticipate Weakness

DMS

1st

Bonus

Instantaneous

Divination (Temporal)

Self

With a quick glance into the future, you pinpoint where a gap is about to open in your foe's defense, and then you strike. After casting this spell, you have advantage on all attack rolls until the end of your turn.

38

Arcane Eye

PHB

4th

Action

Concentration, up to 1 hour

Divination

30 feet

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

39

Arcane Lock

PHB

2nd

Action

Until dispelled

Abjuration

Touch

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

40

Armor of Agathys

PHB

1st

Action

1 hour

Abjuration

Self

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

41

Armored Heart

DM:CM

1st

Bonus

1 round

Clockwork (Conjuration)

Touch

The targeted creature gains resistance to bludgeoning, slashing, and piercing damage. This resistance can be overcome with adamantine or magical weapons.

42

Armored Shell

DM:CM

1st

Action

Concentration, up to 1 hour

Clockwork (Conjuration)

Self

This spell creates a suit of magical studded leather armor (AC 12). It does not grant you proficiency in its use. Casters without the appropriate armor proficiency suffer disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity and cannot cast spells.

43

Arms of Hadar

PHB

1st

Action

Instantaneous

Conjuration

Self (10-foot radius)

You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a successful save, the creature takes half damage, but suffers no other effect.

44

As You Were

DMS

2nd

1 Min.

Instantaneous

Necromancy

Touch

When cast on a dead or undead body, this spell returns that creature to the appearance it had in life while it was healthy and uninjured. The target must have a physical body; the spell fails if the target is normally noncorporeal.If this spell is cast on a corpse, its effect is identical to that of gentle repose, except that the corpse's appearance is restored to that of a healthy, uninjured (albeit dead) person.If the target is an undead creature, it also is restored to the appearance it had in life, even if it died from disease or from severe wounds, or centuries ago. The target looks, smells, and sounds (if it can speak) as it did in life.Friends and family can tell something is wrong only with a successful Wisdom (Insight) check against your spell save DC, and only if they have reason to be suspicious. (Knowing that the person should be dead is sufficient reason.) Spells and abilities that detect undead are also fooled, but the creature remains susceptible to Turn Undead as normal.This spell doesn't confer the ability to speak on undead that normally can't speak. The creature eats, drinks, and breathes as a living creature does; it can mimic sleep, but it has no more need for it than it had before.The effect lasts for a number of hours equal to your caster level. You can use an action to end the spell early. Any amount of radiant or necrotic damage dealt to the creature, or any effect that reduces its Constitution, also ends the spell.If this spell is cast on an undead creature that isn't your ally or under your control, it makes a Charisma saving throw to resist the effect.

45

Ashardalon's Stride

FTD

3rd

Bonus

Concentration, up to 1 minute

Transmutation

Self

The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.When you move within 5 feet of a creature or an object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

46

Ashen Memories

DMS

2nd

1 Min.

Instantaneous

Divination (ritual)

Touch

You touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The GM determines the details of what is revealed.

47

Aspect of the Ape

DMS

2nd

Action

Concentration, up to 1 hour

Transmutation

Touch

You alter the appearance of a creature you touch, giving it a more simian form. While this spell is in effect, the subject gains a climbing speed equal to its normal walking speed, and gains advantage on Strength (Athletics) checks made when jumping or climbing. When up in a tree's branches (or in a similar area, at the GM's discretion) the target can move up to its climbing speed as a bonus action, using brachiation to reach a nearby tree if the branches are close enough together. This bonus action can be taken only if the subject has at least two hands free, or one hand free if the subject is barefoot.

48

Aspect of the Ram

DMS

2nd

Action

Concentration, up to 10 minutes

Transmutation

Self

You take on the aspect of a ram, including some physical attributes. Your body hair grows thick and woolly, and a curling pair of horns sprouts from your head. You can make a ram attack with these horns as an action, and you are proficient with this attack. You deal 1d6 bludgeoning damage on a hit.If you move at least 20 feet straight toward a target and hit with a ram attack on the same turn, the target takes an extra 1d6 bludgeoning damage. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked prone.You ignore difficult terrain caused by rubble, ice sheets, scree, or steep slopes. You also gain advantage on Strength (Athletics) checks made while climbing or jumping, and Dexterity (Acrobatics) checks made for balance or to stay on your feet.

49

Aspect of the Serpent

DMS

3rd

Action

Concentration, up to 1 minute

Transmutation

Touch

A creature you touch takes on snakelike aspects for the duration of the spell. Its tongue becomes long and forked, its canine teeth become fangs with venom sacs, and its pupils become sharply vertical. The target gains darkvision with a range of 60 feet and blindsight with a range of 30 feet. As a bonus action when you cast the spell, the target can make a ranged weapon attack with a normal range of 60 feet that deals 2d6 poison damage on a hit.As an action, the target can make a bite attack using either Strength or Dexterity (Melee Weapon Attack: range 5 ft., one creature; Hit: 2d6 piercing damage), and the creature must make a successful DC 14 Constitution saving throw or be paralyzed for 1 minute. A creature paralyzed in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success).

50

Augury

PHB

2nd

1 Min.

Instantaneous

Divination (ritual)

Self

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:Weal, for good resultsWoe, for bad resultsWeal and woe, for both good and bad resultsNothing, for results that aren't especially good or badThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

51

Aura of Entropy

DMS

4th

Action

Concentration, up to 10 minutes

Abjuration (Apocalypse)

Self (30-foot radius)

Sickening energy radiates out from you in a sphere with a 30-foot radius. While the spell lasts, the sphere remains centered on you and moves with you. Each hostile creature in the sphere has disadvantage on saving throws against becoming frightened, paralyzed, poisoned, or stunned. Creatures in the sphere can't gain temporary hit points, and any effect that restores hit points to a creature within the sphere has those hit points reduced by an amount equal to your spellcasting ability modifier (minimum of 1) .

52

Aura of Life

PHB

4th

Action

Concentration, up to 10 minutes

Abjuration

Self (30-foot radius)

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

53

Aura of Listlessness

DMS

3rd

Action

Concentration, up to 1 minute

Enchantment

Self (20-foot radius)

You create an aura of power around you that saps the will and determination from creatures, making them unable to act. Any creature within 20 feet of you must succeed on a Wisdom saving throw or be unable to take actions, reactions, or bonus actions on its turn, except for the Disengage action. Affected creatures can move, but only to distance themselves from harmful conditions, such as attacks by other creatures or hazardous effects that damage or cause ill effects. A creature that moves out of the area can act normally in the following round. Any creature that remains in the area must make another successful saving throw on its turn or continue to be affected by the spell.

54

Aura of Protection or Destruction

DMS

3rd

Action

Instantaneous

Abjuration

Self (30-foot radius)

When you cast this spell, you radiate an otherworldly energy that warps the fate of all creatures within 30 feet of you. Decide whether to call upon either a celestial or a fiend for aid. Choosing a celestial charges a 30-foot-radius around you with an aura of nonviolence; until the start of your next turn, every attack roll made by or against a creature inside the aura is treated as a natural 1. Choosing a fiend charges the area with an aura of violence; until the start of your next turn, every attack roll made by or against a creature inside the aura, including you, is treated as a natural 20.

55

Aura of Purity

PHB

4th

Action

Concentration, up to 10 minutes

Abjuration

Self (30-foot radius)

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

56

Aura of Vitality

PHB

3rd

Action

Concentration, up to 1 minute

Evocation

Self (30-foot radius)

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

57

Auspicious Warning

DMS

1st

Reaction

Instantaneous

Enchantment (Temporal)

30 feet

Just in time, you call out a fortunate warning to a creature within range. The target rolls a d4 and adds the number rolled to an attack roll, ability check, or saving throw that it has just made and uses the new result for determining success or failure.

58

Avoid Grievous Injury

DMS

1st

Reaction

Instantaneous

Divination

Self

You cast this spell when a foe strikes you with a critical hit but before damage dice are rolled. The critical hit against you becomes a normal hit.

59

Bad Timing

DMS

2nd

Action

Instantaneous

Divination (Chaos)

60 feet

You point toward a creature that you can see and twist strands of chaotic energy around its fate. If the target gets a failure on a Charisma saving throw, the next attack roll or ability check the creature attempts within 10 minutes is made with disadvantage.

60

Bane

PHB

1st

Action

Concentration, up to 1 minute

Enchantment

30 feet

Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

61

Banishment

PHB

4th

Action

Concentration, up to 1 minute

Abjuration

60 feet

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.

62

Barkskin

PHB

2nd

Action

Concentration, up to 1 hour

Transmutation

Touch

You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.

63

Batsense

DMS

2nd

Action

1 hour

Transmutation

Touch

For the duration of the spell, a creature you touch can produce and interpret squeaking sounds used for echolocation, giving it blindsight out to a range of 60 feet. The target cannot use its blindsight while deafened, and its blindsight doesn't penetrate areas of magical silence. While using blindsight, the target has disadvantage on Dexterity (Stealth) checks that rely on being silent. Additionally, the target has advantage on Wisdom (Perception) checks that rely on hearing.

64

Beacon of Hope

PHB

3rd

Action

Concentration, up to 1 minute

Abjuration

30 feet

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

65

Beast Bond

XGE

1st

Action

Concentration, up to 10 minutes

Divination

Touch

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

66

Beast Sense

PHB

2nd

Action

Concentration, up to 1 hour

Divination (ritual)

Touch

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

67

Bedazzling Charm

DMS

2nd

Action

1 minute

Enchantment

30 feet

You attempt to charm a humanoid you can see within range. It makes a Wisdom saving throw, with advantage if you or your companions are fighting it or threatening it. If the saving throw fails, the humanoid is charmed by a third humanoid you designate that both of you can see.The spell ends after 1 minute, when you or any of your companions do anything harmful to either of the spell's targets, or when the third humanoid disappears from the charmed creature's sight. The charmed creature regards the third creature as a friendly acquaintance and will follow it to keep it within sight. When the spell ends, the creature knows it was bedazzled by you to regard the third creature favorably.

68

Beguiling Bet

DMS

2nd

Action

1 minute

Enchantment

30 feet

You issue a challenge against one creature you can see within range, which must make a successful Wisdom saving throw or become charmed. On a failed save, you can make an ability check as a bonus action. For example, you could make a Strength (Athletics) check to climb a difficult surface or to jump as high as possible; you could make a Dexterity (Acrobatics) check to perform a backflip; or you could make a Charisma (Performance) check to sing a high note or to extemporize a clever rhyme. You can choose to use your spellcasting ability modifier in place of the usual ability modifier for this check, and you add your proficiency bonus if you're proficient in the skill being used.The charmed creature must use its next action (which can be a legendary action) to make the same ability check in a contest against your check. Even if the creature can't perform the action—it may not be close enough to a wall to climb it, or it might not have appendages suitable for strumming a lute—it must still attempt the action to the best of its capability. If you win the contest, the spell (and the contest) continues, with you making a new ability check as a bonus action on your turn. The spell ends when it expires or when the creature wins the contest.

69

Benediction

DMS

Cantrip

Action

Concentration, up to 1 minute

Abjuration (Angelic)

60 feet

You call down a blessing in the name of an angel of protection. A creature you can see within range shimmers with a faint white light. The next time the creature takes damage, it rolls a d4 and reduces the damage by the result. The spell then ends.

70

Bestial Fury

DMS

2nd

Action

Concentration, up to 1 minute

Enchantment

30 feet

You instill primal fury into a creature you can see within range. The target must make a Charisma saving throw; a creature can choose to fail this saving throw. On a failure, the target must use its action to attack its nearest enemy it can see with unarmed strikes or natural weapons. For the duration, the target's attacks deal an extra 1d6 damage of the same type dealt by its weapon, and the target can't be charmed or frightened. If there are no enemies within reach, the target can use its action to repeat the saving throw, ending the effect on a success.This spell has no effect on undead or constructs.

71

Bestow Curse

PHB

3rd

Action

Concentration, up to 1 minute

Necromancy

Touch

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.While cursed, the target has disadvantage on attack rolls against you.While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.A remove curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

72

Bewilderment

DMS

Cantrip

Action

1 minute

Enchantment

30 feet

You temporarily inhibit the cognitive ability of a creature within range. If the target makes a successful Wisdom saving throw, the spell is ineffective. On a failed save, the next time the creature makes an Intelligence check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.

73

Binding Oath

DMS

4th

10 Min.

Special

Necromancy

30 feet

You seal an agreement between two or more willing creatures with an oath in the name of the god of justice, using ceremonial blessings during which both the oath and the consequences of breaking it are set: if any of the sworn break this vow, they are struck by a curse. For each individual that does so, you choose one of the options given in the bestow curse spell. When the oath is broken, all participants are immediately aware that this has occurred, but they know no other details.The curse effect of binding oath can't be dismissed by dispel magic, but it can be removed with dispel evil and good, remove curse, or wish. Remove curse functions only if the spell slot used to cast it is equal to or higher than the spell slot used to cast binding oath. Depending on the nature of the oath, one creature's breaking it may or may not invalidate the oath for the other targets. If the oath is completely broken, the spell ends for every affected creature, but curse effects already bestowed remain until dispelled.

74

Biting Arrow

DMS

Cantrip

Action

1 round

Evocation (Winter)

Self

As part of the action used to cast this spell, you make a ranged weapon attack with a bow, a crossbow, or a thrown weapon. The effect is limited to a range of 120 feet despite the weapon's range, and the attack is made with disadvantage if the target is in the weapon's long range, as per usual.If the weapon attack hits, it deals damage as usual. In addition, the target becomes coated in thin frost until the start of your next turn. If the target uses its reaction before the start of your next turn, it immediately takes 1d6 cold damage and the spell ends.The spell's damage, for both the ranged attack and the cold damage, increases by 1d6 when you reach 5th level ( + 1d6 and 2d6), 11th level ( + 2d6 and 3d6), and 17th level ( + 3d6 and 4d6).

75

Bitter Chains

DMS

2nd

Action

1 minute

Transmutation (Ring)

Touch

The spiked ring in your hand expands into a long, barbed chain to ensnare a creature you touch. Make a melee spell attack against the target. On a hit, the target is bound in metal chains for the duration. While bound, the target can move only at half speed and has disadvantage on attack rolls, saving throws, and Dexterity checks. If it moves more than 5 feet during a turn, it takes 3d6 piercing damage from the barbs.The creature can escape from the chains by using an action and making a successful Strength or Dexterity check against your spell save DC, or if the chains are destroyed. The chains have AC 18 and 20 hit points.

76

Black Goat's Blessing

DMS

Cantrip

Action

Concentration, up to 1 minute

Enchantment (Mythos)

30 feet

You raise your hand with fingers splayed and utter an incantation of the Black Goat with a Thousand Young. Your magic is blessed with the eldritch virility of the All-Mother. The target has disadvantage on saving throws against spells you cast until the end of your next turn.

77

Black Goat's Blessing

DM:MM

Cantrip

Action

1 round

Enchantment (void magic)

30 feet

You raise your hand with fingers splayed and utter an incantation of the Black Goat with a Thousand Young. Your magic is blessed with the eldritch virility of the All-Mother. The target has disadvantage on saving throws against spells you cast until the end of your next turn.

78

Black Hand

DM:IL

4th

Action

Concentration, up to 1 minute

Necromancy (illumination)

30 feet

You gather the powers of darkness into your fist and fling paralyzing, dark flame at a target within 30 feet. With a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage and you have advantage on attacks, ability checks, and saving throws made with Strength, Dexterity, or Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect with a success.

79

Black Hand

DMS

4th

Action

Concentration, up to 1 minute

Necromancy (Shadow)

30 feet

You gather the powers of darkness into your fist and fling dark, paralyzing flame at a target within 30 feet. If you make a successful ranged spell attack, this spell siphons vitality from the target into you. For the duration, the target has disadvantage (and you have advantage) on attack rolls, ability checks, and saving throws made with Strength, Dexterity, or Constitution. An affected target makes a Constitution saving throw (with disadvantage) at the end of its turn, ending the effect on a success.

80

Black Ribbons

DMS

1st

Action

Concentration, up to 1 minute

Conjuration (Shadow)

40 feet

You pull pieces of the plane of shadow into your own reality, causing a 20-foot cube to fill with inky ribbons that turn the area into difficult terrain and wrap around nearby creatures. Any creature that ends its turn in the area becomes restrained by the ribbons until the end of its next turn, unless it makes a successful Dexterity saving throw.Once a creature succeeds on this saving throw, it can't be restrained again by the ribbons, but it's still affected by the difficult terrain.

81

Black Swan Storm

DMS

2nd

Action

Concentration, up to 1 minute

Evocation

30 feet

You call forth a whirlwind of black feathers that fills a 5-foot cube within range. The feathers deal 2d8 force damage to creatures in the cube's area and radiate darkness, causing the illumination level within 20 feet of the cube to drop by one step (from bright light to dim light, and from dim light to darkness). Creatures that make a successful Dexterity saving throw take half the damage and are still affected by the change in light.

82

Blade Ward

PHB

Cantrip

Action

1 round

Abjuration

Self

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

83

Blade of My Brother

DMS

4th

Action

Concentration, up to 4 rounds

Transmutation

Touch

You touch a melee weapon that was used by an ally who is now dead, and it leaps into the air and flies to another ally (chosen by you) within 15 feet of you. The weapon enters that ally's space and moves when the ally moves. If the weapon or the ally is forced to move more than 5 feet from the other, the spell ends.The weapon acts on your turn by making an attack if a target presents itself. Its attack modifier equals your spellcasting level + the weapon's inherent magical bonus, if any; it receives only its own inherent magical bonus to damage. The weapon fights for up to 4 rounds or until your concentration is broken, after which the spell ends and it falls to the ground.

84

Blade of Wrath

DMS

3rd

Bonus

Concentration, up to 10 minutes

Evocation (Angelic)

Self

You create a sword of pure white fire in your free hand. The blade is similar in size and shape to a longsword, and it lasts for the duration. The blade disappears if you let go of it, but you can call it forth again as a bonus action.You can use your action to make a melee spell attack with the blade. On a hit, the target takes 2d8 fire damage and 2d8 radiant damage. An aberration, fey, fiend, or undead creature damaged by the blade must succeed on a Wisdom saving throw or be frightened until the start of your next turn.The blade sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

85

Bleating Call

DMS

2nd

Action

1 minute

Enchantment

90 feet

You create a sound on a point within range. The sound's volume can range from a whisper to a scream, and it can be any sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.Each creature that starts its turn within 30 feet of the sound and can hear it must make a Wisdom saving throw. On a failed save, the target must take the Dash or Disengage action and move toward the sound by the safest available route on each of its turns. When it arrives to the source of the sound, the target must use its action to examine the sound. Once it has examined the sound, the target determines the sound is illusory and can no longer hear it, ending the spell's effects on that target and preventing the target from being affected by the sound again for the duration of the spell. If a target takes damage from you or a creature friendly to you, it is no longer under the effects of this spell.Creatures that can't be charmed are immune to this spell.

86

Bleed

DMS

1st

Bonus

Concentration, up to 1 minute

Necromancy

Self

Crackling energy coats the blade of one weapon you are carrying that deals slashing damage. Until the spell ends, when you hit a creature with the weapon, the weapon deals an extra 1d4 necrotic damage and the creature must make a Constitution saving throw. On a failed save, the creature suffers a bleeding wound. Each time you hit a creature with this weapon while it suffers from a bleeding wound, your weapon deals an extra 1 necrotic damage for each time you have previously hit the creature with this weapon (to a maximum of 10 necrotic damage).Any creature can take an action to stanch the bleeding wound by succeeding on a Wisdom (Medicine) check against your spell save DC. The wound also closes if the target receives magical healing. This spell has no effect on undead or constructs.

87

Bless

PHB

1st

Action

Concentration, up to 1 minute

Enchantment

30 feet

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

88

Bless the Dead

DMS

Cantrip

Action

Instantaneous

Abjuration

Touch

You grant a blessing to one deceased creature, enabling it to cross over to the realm of the dead in peace. A creature that benefits from this spell can't become undead. The spell has no effect on living creatures or the undead.

89

Blessed Halo

DMS

2nd

Action

Concentration, up to 1 minute

Evocation (Angelic)

Self

A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet.This spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spell's duration, you can expend points from this pool to restore an equal number of hit points to one creature within 20 feet that you can see.Additionally, you have advantage on Charisma checks made against good creatures within 20 feet.If any of the light created by this spell overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled.

90

Blessed Rest

DMS

2nd

Action

8 hours

Enchantment

Touch

You place a benediction upon a creature, ensuring it a healthy rest. If the target takes a short rest, it can reroll any Hit Die spent for regaining hit points and take the higher roll.If the target takes a long rest, it regains up to two extra Hit Dice when resting, up to its maximum Hit Dice. For example, if the target has eight Hit Dice, it can regain six spent Hit Dice upon finishing a long rest.Once the target has taken one rest (long or short), the spell ends.

91

Blight

PHB

4th

Action

Instantaneous

Necromancy

30 feet

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

92

Blinding Smite

PHB

3rd

Bonus

Concentration, up to 1 minute

Evocation

Self

The next time you hit a creature with a melee weapon attack during this spell's duration, your weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

93

Blindness/Deafness

PHB

2nd

Action

1 minute

Necromancy

30 feet

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

94

Blink

PHB

3rd

Action

1 minute

Transmutation

Self

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

95

Blood Armor

DMS

3rd

Bonus

1 hour

Necromancy (Blood)

Self

When you strike a foe with a melee weapon attack, you can immediately cast this spell as a bonus action (you cannot cast this spell any other way). The foe you struck must contain blood; if the target doesn't bleed, the spell ends without effect. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spell's duration. This armor has no Strength requirement, doesn't hinder spellcasting, and doesn't incur disadvantage on Dexterity (Stealth) checks. If the creature you struck was a celestial, blood armor also grants you advantage on Charisma saving throws for the duration of the spell.

96

Blood Lure

DMS

2nd

Action

1 minute

Enchantment (Blood)

10 feet

You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded. Once an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the consumption of the blood, which requires an action by an affected creature.

97

Blood Offering

DMS

3rd

1 Min.

Instantaneous

Necromancy

Touch

You touch the corpse of a creature that isn't undead or a construct and consume its life force. You must have dealt damage to the creature before it died, and it must have been dead for no more than 1 hour. You regain a number of hit points equal to 1d4 × the creature's challenge rating (minimum of 1d4). The creature can be restored to life only by means of a true resurrection or a wish spell.

98

Blood Puppet

DMS

4th

Action

Concentration, up to 1 minute

Transmutation (Blood)

100 feet

With a sample of its blood, you are able to magically control a creature's actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). As a bonus action on your turn, you can direct the creature to perform various activities. You can specify a simple and general course of action, such as, "Attack that creature," "Run over there," or, "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.

99

Blood Scarab

DMS

1st

Action

Instantaneous

Necromancy (Blood)

30 feet

Your blood is absorbed into the beetle's exoskeleton to form a beautiful, ruby-like scarab that flies toward a creature of your choice within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt.

100

Blood Spoor

DMS

4th

Action

Concentration, up to 10 minutes

Divination (Blood)

Self

By touching a drop of your quarry's blood (spilled or drawn within the past hour), you can follow the creature's trail unerringly across any surface or under water, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground—or through the air, if you have the means to fly. If your quarry moves magically (such as by way of a dimension door or a teleport spell), you sense its trail as a straight path leading from where the magical movement started to where it ended. Such a route might lead through lethal or impassable barriers. This spell even reveals the route of a creature using pass without trace, but it fails to locate a creature protected by nondetection or by other effects that prevent scrying spells or cause divination spells to fail. If your quarry moves to another plane, its trail ends without trace, but this spell picks up the trail again if the caster moves to the same plane as the quarry before the spell's duration expires.

101

Blood Tide

DMS

Cantrip

Action

4 rounds

Necromancy (Blood)

25 feet

When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a–2 penalty on the creature's Intelligence, Charisma, and Wisdom checks. This spell has no effect on undead or constructs. A bleeding creature might attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances. A cure wounds spell stops the bleeding early, as does a successful DC 10 Wisdom (Medicine) check. The spell's duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level.

102

Blood and Steel

DMS

4th

Action

Concentration, up to 1 minute

Transmutation (Blood)

Touch

When you cast this spell, you cut your hand and take 1d4 slashing damage that can't be healed until you take a long rest. You then touch a construct; it must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell. While the construct is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as, "Attack the ghouls," "Block the bridge," or, "Fetch that bucket." If the construct completes the order and doesn't receive further direction from you, it defends itself. You can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven't ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this requires you to use your own reaction as well. Each time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends. If the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell's duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency.

103

Bloodhound

DMS

1st

Action

8 hours

Transmutation

Touch

You touch a willing creature to grant it an enhanced sense of smell. For the duration, that creature has advantage on Wisdom (Perception) checks that rely on smell and on Wisdom (Survival) checks to follow tracks.

104

Bloodshot

DMS

2nd

Action

Instantaneous

Conjuration (Blood)

30 feet

You launch a jet of boiling blood from your eyes at a creature within range. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage.

105

Bloody Hands

DMS

1st

Action

Concentration, up to 1 minute

Necromancy (Blood)

30 feet

You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spell's duration. Casting any spell that has somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw. On a failed save, the spell is not cast but it is not lost; the casting can be attempted again in the next round.

106

Bloody Smite

DMS

1st

Bonus

Concentration, up to 1 minute

Necromancy (Blood)

Self

The next time during the spell's duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, it bleeds profusely from the mouth, and it can't speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.

107

Blur

PHB

2nd

Action

Concentration, up to 1 minute

Illusion

Self

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

108

Boiling Blood

DMS

4th

Action

Concentration, up to 1 minute

Necromancy (Blood)

30 feet

You cause the blood within a creature's body to boil with supernatural heat. Choose one creature that you can see within range that isn't a construct or an undead. The target must make a Constitution saving throw. On a successful save, it takes 2d6 fire damage and the spell ends. On a failed save, the creature takes 4d6 fire damage and is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. On a failure, the creature takes an additional 2d6 fire damage and remains blinded.

109

Boiling Oil

DMS

2nd

Action

Concentration, up to 1 minute

Conjuration (Alkemancy)

60 feet

You conjure a shallow, 15-foot-radius pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature that enters the pool or starts its turn there must make a Dexterity saving throw. On a failed save, the creature takes 3d8 fire damage and falls prone. On a successful save, a creature takes half as much damage and doesn't fall prone.

110

Boiling Oil

DM:BM

2nd

Action

Concentration, up to 1 minute

Conjuration

60 feet

You conjure a shallow, 30-foot-diameter pool of boiling oil centered on a point within range. The pool is difficult terrain, and any creature entering the pool or beginning its turn in the pool takes 3d8 fire damage and falls prone. Creatures that make a successful Dexterity saving throw take half damage and don't fall prone.

111

Bolster Undead

DMS

1st

Action

1 hour

Necromancy

60 feet

You suffuse an area with negative energy to increase the difficulty of harming or affecting undead creatures. Choose up to three undead creatures within range. When a targeted creature makes a saving throw against being turned or against spells or effects that deal radiant damage, the target has advantage on the saving throw.

112

Bolstering Brew

DMS

3rd

Action

Instantaneous

Conjuration (ritual)

30 feet

Calling upon the patron deity of brewers, you bring forth a vibrant brew of beer or ale. Up to six other creatures within range can partake of this drink with you and share in its magical benefits, each drawing a mug from the small keg of magical brew that appears. A creature that downs a mug of magical beer gains advantage on either all Strength checks or all Charisma checks (chosen when it drinks), is immune to being frightened, and makes all Constitution saving throws with advantage. These benefits last for 8 hours.

113

Bones of Stone

DMS

3rd

Action

Concentration, up to 1 minute

Transmutation

Touch

The bones of a creature you touch gain the strength and density of stone. Until the spell ends, the target has resistance to slashing damage and bludgeoning damage, and it gains advantage on Strength checks against effects that would move the target against its will.

114

Booming Blade

TCE

Cantrip

Action

1 round

Evocation

Self (5-foot radius)

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

115

Booster Shot

DMS

3rd

Action

Concentration, up to 1 minute

Evocation

Touch

You imbue a two-handed ranged weapon (typically a shortbow, longbow, light crossbow, or heavy crossbow) that you touch with a random magical benefit. While the spell lasts, a projectile fired from the weapon has an effect that occurs on a hit in addition to its normal damage. Roll a d6 to determine the additional effect for each casting of this spell.Booster Shot Additional Effectd6Effect12d10 acid damage to all creatures within 10 feet of the target22d10 lightning damage to the target and 1d10 lightning damage to all creatures in a 5-foot wide line between the weapon and the target32d10 necrotic damage to the target, and the target has disadvantage on its first attack roll before the start of the weapon user's next turn42d10 cold damage to the target and 1d10 cold damage to all other creatures in a 60-foot cone in front of the weapon52d10 force damage to the target, and the target is pushed 20 feet62d10 psychic damage to the target, and the target is stunned until the start of the weapon user's next turn

116

Boreas's Breath

DMS

2nd

Action

Instantaneous

Transmutation (Winter) (ritual)

Self

You freeze standing water in a 20-foot cube or running water in a 10-foot cube centered on you. The water turns to solid ice. The surface becomes difficult terrain, and any creature that ends its turn on the ice must make a successful DC 10 Dexterity saving throw or fall prone. Creatures that are partially submerged in the water when it freezes become restrained. While restrained in this way, a creature takes 1d6 cold damage at the end of its turn. It can break free by using an action to make a successful Strength check against your spell save DC.Creatures that are fully submerged in the water when it freezes become incapacitated and cannot breathe. While incapacitated in this way, a creature takes 2d6 cold damage at the end of its turn. A trapped creature makes a DC 20 Strength saving throw after taking this damage at the end of its turn, breaking free from the ice on a success.The ice has AC 10 and 15 hit points. It is vulnerable to fire damage, has resistance to nonmagical slashing and piercing damage, and is immune to cold, necrotic, poison, psychic, and thunder damage.

117

Borrowed Knowledge

SCC

2nd

Action

1 hour

Divination

Self

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

118

Bottomless Stomach

DMS

1st

Action

Concentration, up to 1 hour

Transmutation (Alkemancy)

Self

When you cast this spell, you gain the ability to consume dangerous substances and contain them in an extradimensional reservoir in your stomach. The spell allows you to swallow most liquids, such as acids, alcohol, poison, and even quicksilver, and hold them safely in your stomach. You are unaffected by swallowing the substance, but the spell doesn't give you resistance or immunity to the substance in general; for example, you could safely drink a bucket of a black dragon's acidic spittle, but you'd still be burned if you were caught in the dragon's breath attack or if that bucket of acid were dumped over your head.The spell allows you to store up to 10 gallons of liquid at one time. The liquid doesn't need to all be of the same type, and different types don't mix while in your stomach. Any liquid in excess of 10 gallons has its normal effect when you try to swallow it.At any time before you stop concentrating on the spell, you can regurgitate up to 1 gallon of liquid stored in your stomach as a bonus action. The liquid is vomited into an adjacent 5-foot square. A target in that square must succeed on a DC 15 Dexterity saving throw or be affected by the liquid. The GM determines the exact effect based on the type of liquid regurgitated, using 1d6 damage of the appropriate type as the baseline.When you stop concentrating on the spell, its duration expires, or it's dispelled, the extradimensional reservoir and the liquid it contains cease to exist.

119

Boulder Toss

DMS

2nd

Action

Concentration, up to 1 minute

Transmutation

Self

You draw the power of the mountains into you, gaining a surge of strength that allows you to take an action to hurl a rock (or similar object) as a giant does. Your Strength is considered to be 19 for the purpose of determining damage from objects that you hurl.Your hurled rock has a range of 60/240 feet and deals 2d10 bludgeoning damage on a hit. If the target is a creature, it must succeed on a Strength check against your spell save DC or be knocked prone.

120

Branding Smite

PHB

2nd

Bonus

Concentration, up to 1 minute

Evocation

Self

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

121

Brawn Boost

DMS

Cantrip

Action

Concentration, up to 1 minute

Transmutation

Touch

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Strength check of its choice. It can roll the die before or after making the check. The spell then ends.

122

Breathtaking Wind

DMS

1st

Action

Concentration, up to 1 minute

Evocation (Winter)

30 feet

You target a creature with a blast of wintry air. That creature must make a successful Constitution saving throw or become unable to speak or cast spells with a vocal component for the duration of the spell.

123

Breeze Compass

DMS

3rd

Action

Concentration, up to 1 hour

Divination

Self

When you cast this spell, you must clearly imagine or mentally describe a location. It doesn't need to be a location you've been to as long as you know it exists on the Material Plane. Within moments, a gentle breeze arises and blows along the most efficient path toward that destination. Only you can sense this breeze, and whenever it brings you to a decision point (a fork in a passageway, for example), you must make a successful DC 8 Intelligence (Arcana) check to deduce which way the breeze indicates you should go. On a failed check, the spell ends. The breeze guides you around cliffs, lava pools, and other natural obstacles, but it doesn't avoid enemies or hostile creatures.

124

Brimstone

DMS

1st

Action

Concentration, up to 1 minute

Conjuration (Apocalypse)

60 feet

You conjure a hunk of sulfuric brimstone that materializes in the air, then falls to the ground at a point within range. Any creature occupying that space must make a successful Dexterity saving throw or take 2d8 bludgeoning damage. The brimstone remains in the space where it fell while the spell persists. Each creature that starts its turn within 15 feet of the brimstone must make a successful Constitution saving throw or take 1d8 fire damage. The brimstone can be destroyed; it has AC 8 and 12 hp. The brimstone explodes if it takes fire damage; the explosion ends the spell and deals 1d8 bludgeoning damage to all creatures within 15 feet, or half as much damage to a creature that makes a successful Dexterity saving throw.

125

Brimstone Infusion

DMS

Cantrip

Action

24 hours

Transmutation (Alkemancy)

Touch

You infuse an ordinary flask of alchemist's fire with magical brimstone. While so enchanted, the alchemist's fire can be thrown 40 feet instead of 20, and it does 2d6 fire damage instead of 1d4. The Dexterity check to extinguish the flames uses your spell save DC instead of DC 10. Infused alchemist's fire returns to its normal properties after 24 hours.

126

Brittling

DMS

4th

Action

Instantaneous

Transmutation (Winter)

Touch

This spell uses biting cold to make a metal or stone object you touch become brittle and more easily shattered. The object's hit points are reduced by a number equal to your level as a spellcaster, and Strength checks to shatter or break the object are made with advantage if they occur within 1 minute of the spell's casting. If the object isn't shattered during this time, it reverts to the state it was in before the spell was cast.

127

Broken Charge

DMS

1st

Reaction

Instantaneous

Enchantment (Labyrinth)

5 feet

When an enemy that you can see moves to within 5 feet of you, you utter a perplexing word that alters the foe's course. The enemy must make a successful Wisdom saving throw or take 2d4 psychic damage and use the remainder of its speed to move in a direction of your choosing.

128

Burning Hands

PHB

1st

Action

Instantaneous

Evocation

Self (15-foot cone)

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.The fire ignites any flammable objects in the area that aren't being worn or carried.

129

By the Light of the Moon

DMS

2nd

Action

Concentration, up to 1 minute

Divination (Labyrinth)

Self (30-foot radius)

The area within 30 feet of you becomes bathed in magical moonlight. In addition to providing dim light, it highlights objects and locations that are hidden or that hold a useful clue. Until the spell ends, all Wisdom (Perception) and Intelligence (Investigation) checks made in the area are made with advantage.

130

By the Light of the Watchful Moon

DMS

4th

Action

Concentration, up to 1 minute

Divination

Self (90-foot radius)

Regardless of the time of day or your location, you command the watchful gaze of the moon to illuminate threats to you and your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all spaces within range that contain threats, whether they are enemies, traps, or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon's glow.The glow does not make invisible creatures visible, but it does indicate an invisible creature's general location (somewhere within the 5-foot beam). The light continues to illuminate any target that moves, but a target that moves out of the spell's area is no longer illuminated. A threat that enters the area after the spell is cast is not subject to the spell's effect.

131

By the Light of the Watchful Moon

DM:BM

4th

Action

Concentration, up to 1 minute

Divination

90 feet

Regardless of the time of day or location of your battle, you command the watchful gaze of the moon to illuminate threats to your allies. Shafts of bright moonlight, each 5 feet wide, shine down from the sky (or from the ceiling if you are indoors), illuminating all threats within range, whether they're enemies seen or unseen, or traps or hidden hazards. An enemy creature that makes a successful Charisma saving throw resists the effect and is not picked out by the moon's soft glow.The glow does not make invisible creatures visible, but it does mark the invisible creature's general location (somewhere within the 5-foot beam). The light moves with targets while the effect lasts, but targets that move out of the spell's range are no longer illuminated. New threats are not revealed as they enter the range or as you move; only those that were within 90 feet of you when the spell was cast are illuminated.

132

Call Lightning

PHB

3rd

Action

Concentration, up to 10 minutes

Conjuration

120 feet

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 within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

133

Call Shadow Mastiff

DMS

3rd

Action

Concentration, up to 1 minute

Conjuration (Shadow)

60 feet

You conjure a shadow mastiff from the plane of shadow. This creature obeys your verbal commands to aid you in battle or to seek out a specific creature. It has the body of a large dog with a smooth black coat, 2 feet high at the shoulder and weighing 200 pounds.The mastiff is friendly to you and your companions. Roll initiative for the mastiff; it acts on its own turn. It obeys simple, verbal commands from you, within its ability to act. Giving a command takes no action on your part.The mastiff disappears when it drops to 0 hit points or when the spell ends.

134

Call a Roggenwolf

CCodex

2nd

Action

1 hour

Divination (ritual)

5 miles

You call a roggenwolf within range to your side (though it may take some time to get to you) and can verbally communicate with it for the duration. If you make an offering of meat and a successful DC 13 Charisma ability check, the roggenwolf will give you information about nearby locations and prey, including whatever it has seen within the past day. You might be able to persuade a roggenwolf to attack a particular creature or howl at a particular location, at the GM's discretion.

135

Calm Emotions

PHB

2nd

Action

Concentration, up to 1 minute

Enchantment

60 feet

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

136

Calm of the Storm

DMS

3rd

Action

Instantaneous

Abjuration (Chaos)

Touch

While visualizing the world as you wish it was, you lay your hands upon a creature other than yourself and undo the effect of a chaos magic surge that affected the creature within the last minute. Reality reshapes itself as if the surge never happened, but only for that creature.

137

Candle's Insight

DMS

1st

Action

10 minutes

Divination

10 feet

This spell is cast on its target as the component candle is lit. The candle burns for up to 10 minutes unless it's extinguished normally or by the spell's effect. While the candle burns, the caster can question the spell's target, and the candle reveals whether the target speaks truthfully. An intentionally misleading or partial answer causes the flame to flicker and dim. An outright lie causes the flame to flare and then go out, ending the spell. The candle judges honesty, not absolute truth; the flame burns steadily through even an outrageously false statement, as long as the target believes it's true.Candle's insight is used across society: by merchants while negotiating deals, by inquisitors investigating heresy, and by monarchs as they interview foreign diplomats. In some societies, casting candle's insight without the consent of the spell's target is considered a serious breach of hospitality.

138

Carmello-Volta's Irksome Preserves

DMS

2nd

Action

Concentration, up to 1 minute

Conjuration

30 feet

At your command, delicious fruit jam oozes from a small mechanical device (such as a crossbow trigger, a lock, or a clockwork toy), rendering the device inoperable until the spell ends and the device is cleaned with a damp cloth. Cleaning away the jam takes an action, but doing so has no effect until the spell ends. One serving of the jam can be collected in a suitable container. If it's eaten (as a bonus action) within 24 hours, the jam restores 1d4 hit points. The jam's flavor is determined by the material component.The spell can affect constructs, with two limitations. First, the target creature negates the effect with a successful Dexterity saving throw. Second, unless the construct is Tiny, only one component (an eye, a knee, an elbow, and so forth) can be disabled. The affected construct has disadvantage on attack rolls and ability checks that depend on the disabled component until the spell ends and the jam is removed.

139

Catapult

XGE

1st

Action

Instantaneous

Transmutation

60 feet

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

140

Catch the Breath

DM:DM

3rd

Reaction

Instantaneous

Transmutation

Self

You can cast this spell as a reaction when you're targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.

141

Catch the Breath

DMS

3rd

Reaction

Instantaneous

Transmutation (Dragon)

Self

You can cast this spell as a reaction when you're targeted by a breath weapon. Doing so gives you advantage on your saving throw against the breath weapon. If your saving throw succeeds, you take no damage from the attack even if a successful save normally only halves the damage.Whether your saving throw succeeded or failed, you absorb and store energy from the attack. On your next turn as a bonus action, you can make a ranged spell attack against a target within 60 feet. On a hit, the target takes 3d10 force damage. If you opt not to make this attack, the stored energy dissipates harmlessly.

142

Catnap

XGE

3rd

Action

10 minutes

Enchantment

30 feet

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.

143

Cause Fear

XGE

1st

Action

Concentration, up to 1 minute

Necromancy

60 feet

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

144

Caustic Blood

DMS

2nd

Reaction

Instantaneous

Transmutation (Blood)

30 feet

Your blood becomes caustic when exposed to the air. When you take piercing or slashing damage, you can use your reaction to select up to three creatures within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw.

145

Caustic Touch

DMS

Cantrip

Action

Instantaneous

Evocation

Touch

Your hand sweats profusely and becomes coated in a film of caustic slime. Make a melee spell attack against a creature you touch. On a hit, the target takes 1d8 acid damage. If the target was concentrating on a spell, it has disadvantage on its Constitution saving throw to maintain concentration.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

146

Caustic Waste

DMS

4th

Action

Concentration, up to 1 minute

Evocation (Apocalypse)

120 feet

You create either a rectangular pool of acid 50 feet long, 10 feet wide, and 5 feet deep, or a circular pool of acid 20 feet in diameter and 3 feet deep, in an open space you can see within range. Each creature in the spell's area when the spell is cast takes 4d10 acid damage, or half as much damage with a successful Dexterity saving throw. A creature that enters the area on its turn or ends its turn in the area takes 4d10 acid damage, or half as much damage with a successful Dexterity saving throw. A creature can take this damage only once per turn.

147

Ceremony

XGE

1st

1 Hr.

Instantaneous

Abjuration (ritual)

Touch

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting. Atonement. You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment. Bless Water. You touch one vial of water and cause it to become holy water. Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication. You touch one humanoid who wishes to be dedicated to your god's service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite. You touch one corpse, and for the next 7 days, the target can't become undead by any means short of a wish spell. Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

148

Chains of Perdition

DMS

3rd

Action

Concentration, up to 1 minute

Conjuration (Fiendish)

60 feet

Lengths of iron chain appear near a creature you choose within range, possibly ensnaring the target and causing it physical and mental suffering. The targeted creature must succeed on a Dexterity saving throw or be restrained by the chains and take 2d8 bludgeoning damage and 2d8 psychic damage. The creature takes this damage on your turn every round that it remains restrained by the chains. On its turn, a restrained creature can make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. The chains remain until the spell ends. If they are not restraining a creature, you can use a bonus action to direct the chains to target the same creature or another one, moving the chains up to 20 feet (within the range of the spell) if necessary to do so. If the chains move beyond the maximum range, the spell ends. The chains can be destroyed; treat them as an object with AC 18, 15 hit points, resistance to piercing damage, and immunity to poison damage and psychic damage.

149

Chains of Torment

DMS

4th

Action

Concentration, up to 1 minute

Conjuration

Self

You are surrounded by an aura of dim light in a 10-foot radius as you conjure an iron chain that extends out to a creature you can see within 30 feet. The creature must make a successful Dexterity saving throw or be grappled (escape DC equal to your spell save DC). While grappled in this way, the creature is also restrained. A creature that's restrained at the start of its turn takes 4d6 psychic damage. You can have only one creature restrained in this way at a time.As an action, you can scan the mind of the creature that's restrained by your chain. If the creature gets a failure on a Wisdom saving throw, you learn one discrete piece of information of your choosing known by the creature (such as a name, a password, or an important number). The effect is otherwise harmless.

150

Champion's Weapon

DMS

2nd

Bonus

Concentration, up to 10 minutes

Conjuration

Self

A spectral version of a melee weapon of your choice materializes in your hand. It has standard statistics for a weapon of its kind, but it deals force damage instead of its normal damage type and it sheds dim light in a 10-foot radius. You have proficiency with this weapon for the spell's duration. The weapon can be wielded only by the caster; the spell ends if the weapon is held by a creature other than you or if you start your turn more than 10 feet from the weapon.

151

Chaos Bolt

XGE

1st

Action

Instantaneous

Evocation

120 feet

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attack's damage type, as shown below.Chaos Boltd8Damage Type1Acid2Cold3Fire4Force5Lightning6Poison7Psychic8ThunderIf you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.A creature can be targeted only once by each casting of this spell.

152

Chaotic Form

DMS

4th

Action

10 minutes

Transmutation (Chaos)

Touch

You cause the form of a willing creature to become malleable, dripping and flowing according to the target's will as if the creature were a vaguely humanoid-shaped ooze. The creature is not affected by difficult terrain, it has advantage on Dexterity (Acrobatics) checks made to escape a grapple, and it suffers no penalties when squeezing through spaces one size smaller than itself. The target's movement is halved while it is affected by this spell.

153

Chaotic Vitality

DMS

2nd

Action

Instantaneous

Conjuration (Chaos)

Touch

Make a melee spell attack against a creature that has a number of Hit Dice no greater than your level and has at least 1 hit point. On a hit, you conjure pulsating waves of chaotic energy within the creature and yourself. After a brief moment that seems to last forever, your hit point total changes, as does the creature's. Roll a d100 and increase or decrease the number rolled by any number up to your spellcasting level, then find the result on the Hit Point Flux table. Apply that result both to yourself and the target creature. Any hit points gained beyond a creature's normal maximum are temporary hit points that last for 1 round per caster level.Hit Point Fluxd100HP for both creatures1-9010-39140-6925 percent of total70-8450 percent of total85-9475 percent of total95-99100 percent of total100200 percent of total, and both creatures gain the effect of a haste spell that lasts for 1 round per caster levelFor example, a 3rd-level spellcaster who currently has 17 of her maximum 30 hit points casts chaotic vitality on a creature with 54 hit points and rolls a 75 on the Hit Point Flux table. The two creatures have a combined total of 71 hit points. A result of 75 indicates that both creatures get 50 percent of the total, so the spellcaster and the target end up with 35 hit points each. In the spellcaster's case, 5 of those hit points are temporary and will last for 3 rounds.

154

Charm Monster

XGE

4th

Action

1 hour

Enchantment

30 feet

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

155

Charm Person

PHB

1st

Action

1 hour

Enchantment

30 feet

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

156

Charm of Great Fondness

DMS

2nd

Action

1 hour

Enchantment

30 feet

You attempt to charm a humanoid you can see within range. It makes a Wisdom saving throw, with advantage if you or your companions are fighting it or if you are not the same species as the target. If the saving throw fails, the targeted humanoid becomes quite fond of you until the duration expires or until you or any of your companions do anything harmful to it. The charmed creature regards you as a potential romantic partner and seeks to attract you in whatever manner is most appropriate to it. It might tell you jokes or clown around, give you a (modest) gift, flirt gently, flex its muscles and demonstrate its athletic prowess, or compose a love poem to you. When the spell ends, the creature knows it was charmed by you.

157

Charm of Long Standing

DMS

1st

Action

Special

Enchantment

30 feet

As charm person but with a longer duration. The target of the spell remains charmed for one day per level you've attained in your spellcasting class. In addition, so long as the target remains charmed by you, you are also charmed by the target. While you're charmed this way, you won't tolerate any harm, abuse, or mistreatment being directed toward the spell's target.

158

Cherub's Burning Blade

DMS

4th

Action

Concentration, up to 10 minutes

Evocation

Self

A sword made of holy fire blazes to life in your hand. The size and shape of the blade conforms to your will, but it is never larger than a one-handed weapon sized for a Medium creature. If you let go of the blade, it disappears, but if you maintain concentration on the spell, you can evoke the blade again as a bonus action.You can use your action to make a melee attack with the burning blade. On a hit, the target takes 2d6 fire and 2d6 radiant damage. On a critical hit, the target catches fire; until someone takes an action to douse the fire, the target takes 2d6 fire damage at the start of each of its turns. The burning blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

159

Chill Touch

PHB

Cantrip

Action

1 round

Necromancy

120 feet

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target.If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

160

Chilling Words

DMS

3rd

Action

Concentration, up to 1 hour

Enchantment

30 feet

You utter a short phrase and designate a creature within range to be affected by it. The target must make a Wisdom saving throw to avoid the spell. On a failed save, the target is susceptible to the phrase for the duration of the spell.At any later time while the spell is in effect, you and any of your allies within range when you cast the spell can use an action to utter the phrase, which causes the target to freeze in fear. Each of you can use the phrase against the target once only, and the target must be within 30 feet of the speaker for the phrase to be effective.When the target hears the phrase, it must make a successful Constitution saving throw or take 1d6 psychic damage and become restrained for 1 round. Whether this saving throw succeeds or fails, the target can't be affected by the phrase for 1 minute afterward.You can end the spell early by making a final utterance of the phrase (even if you've used the phrase on this target previously). On hearing this final utterance, the target takes 4d6 psychic damage and is restrained for 1 minute or, with a successful Constitution saving throw, it takes half the damage and is restrained for 1 round.

161

Chromatic Orb

PHB

1st

Action

Instantaneous

Evocation

90 feet

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

162

Chronal Lance

DM:TM

1st

Action

1 minute

Transmutation (Temporal)

60 feet

You send glowing lances of temporal energy streaking toward three separate targets. Each target must make a successful Wisdom saving throw or its speed is halved and it has disadvantage on Dexterity ability checks (but not saving throws). An affected creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.

163

Chronal Lance

DMS

1st

Action

1 minute

Transmutation (Temporal, Clockwork)

60 feet

You inflict the ravages of aging on up to three creatures within range, temporarily discomfiting them and making them appear elderly for a time. Each target must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment) and it has disadvantage on Dexterity checks (but not saving throws). An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

164

Circle of Wind

DMS

1st

Action

8 hours

Abjuration (Ring)

Self

Light wind encircles you, leaving you in the center of a mild vortex. For the duration, you gain a +2 bonus to your AC against ranged attacks. You also have advantage on saving throws against extreme environmental heat and against harmful gases, vapors, and inhaled poisons.

165

Clairvoyance

PHB

3rd

10 Min.

Concentration, up to 10 minutes

Divination

1 mile

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

166

Claws of Darkness

DMS

Cantrip

Action

Concentration, up to 1 minute

Evocation (Shadow)

Self

You shape shadows into claws that grow from your fingers and drip inky blackness. The claws have a reach of 10 feet. While the spell lasts, you can make a melee spell attack with them that deals 1d10 cold damage.

167

Clearing the Field

DMS

2nd

10 Min.

1 hour

Transmutation (Elven) (ritual)

40 feet

With a harsh word and a vicious chopping motion, you cause every tree, shrub, and stump within 40 feet of you to sink into the ground, leaving the vacated area clear of plant life that might otherwise hamper movement or obscure sight. Overgrown areas that counted as difficult terrain become clear ground and no longer hamper movement. The original plant life instantly rises from the ground again when the spell ends or is dispelled. Plant creatures are not affected by clearing the field.Ritual Focus. If you expend your ritual focus, plant creatures in the area must make a successful Constitution saving throw or be affected as though by a reduce spell.

168

Cloak of Fiendish Menace

DMS

2nd

Action

Concentration, up to 1 minute

Transmutation (Fiendish)

Self

You wrap yourself in an aura of fiendish power, intimidating those that face you. When a creature is within 5 feet of you, it must make a Wisdom saving throw. On a failed save, the creature becomes frightened. A frightened creature can make another saving throw at the start of each of its turns. On a successful saving throw, the creature is no longer frightened and cannot again be affected by this particular casting of the spell. If you deal damage to a creature that is frightened by this spell, it must take the Dash action and move away from you by the safest available route on its next turn, unless there is nowhere to move. The creature is unable to move toward you again while the spell is in effect, unless it makes a successful saving throw against the spell.

169

Cloak of Serpents

DMS

4th

Action

10 minutes

Abjuration

Self

A mass of writhing, translucent snakes drapes your body, protecting you from harm and fending off enemies. You can end the spell early by using an action to dismiss it. For the duration of the spell, you gain resistance to poison damage and immunity to the poisoned condition. In addition, whenever a creature within 5 feet hits you with a melee attack, that creature is struck by one of the serpents. The attacker takes 2d8 poison damage and must succeed on a Constitution saving throw or be poisoned for 1 minute. A successful saving throw halves the damage and negates the poisoned effect.

170

Cloak of Shadow

DM:IL

1st

Bonus

Concentration, up to 1 minute

Illusion (illumination)

Self

You draw upon the endless night to cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.

171

Cloak of Shadow

DMS

1st

Bonus

Concentration, up to 1 minute

Illusion (Shadow)

Self

You cloak yourself in shadow, giving you advantage on Dexterity (Stealth) checks against creatures that rely on sight.

172

Cloak of Vermin

DMS

3rd

Action

Concentration, up to 10 minutes

Conjuration

Self

You conjure a writhing garment of living insects that protect you and harm your foes. While the spell is active, you gain a +1 bonus to AC. Whenever a creature within 5 feet of you hits you with a melee attack, the insects lash out, dealing 2d4 piercing damage to the attacker.As a bonus action, you can command your cloak to leave your body, becoming a swarm of insects, and enter the space of an adjacent foe. The swarm attacks that foe until you use a bonus action to command it to return to you, the foe moves more than 5 feet away from you, the spell ends, or the swarm dies. You lose the protective benefit of the cloak when using it in this fashion.

173

Clockwork Bolt

DMS

Cantrip

Action

1 round

Evocation (Clockwork)

60 feet

You imbue an arrow or crossbow bolt with clockwork magic just as you fire it at your target; spinning blades materialize on the missile after it strikes to further mutilate your enemy.As part of the action used to cast this spell, you make a ranged weapon attack with a bow or a crossbow against one creature within range. If the attack hits, the missile embeds in the target. Unless the target (or an ally of it within 5 feet) uses an action to remove the projectile (which deals no additional damage), the target takes an additional 1d8 slashing damage at the end of its next turn from spinning blades that briefly sprout from the missile's shaft. Afterward, the projectile reverts to normal.This spell deals more damage when you reach higher levels. At 5th level, the ranged attack deals an extra 1d8 slashing damage to the target, and the target takes an additional 1d8 slashing damage (2d8 total) if the embedded ammunition isn't removed. Both damage amounts increase by 1d8 again at 11th level and at 17th level.

174

Closing In

DMS

3rd

Action

Concentration, up to 1 minute

Illusion

30 feet

Choose a creature you can see within range. The target must succeed on a Wisdom saving throw, which it makes with disadvantage if it's in an enclosed space. On a failed save, the creature believes the world around it is closing in and threatening to crush it. Even in open or clear terrain, the creature feels as though it is sinking into a pit, or that the land is rising around it. The creature has disadvantage on ability checks and attack rolls for the duration, and it takes 2d6 psychic damage at the end of each of its turns. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

175

Cloud of Daggers

PHB

2nd

Action

Concentration, up to 1 minute

Conjuration

60 feet

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell's area for the first time on a turn or starts its turn there.

176

Clumsiness

DMS

Cantrip

Action

1 minute

Necromancy

30 feet

You temporarily make a creature within range less dexterous. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Dexterity check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.

177

Cobra Fangs

DMS

1st

Action

1 minute

Transmutation

Touch

The spell causes the target to grow great, snake-like fangs. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell fails if the target already has a bite attack that deals poison damage.If the target doesn't have a bite attack, it gains one. The target is proficient with the bite, and it adds its Strength modifier to the attack and damage rolls. The damage is piercing and the damage die is a d4.When the target hits a creature with its bite attack, the creature must make a Constitution saving throw, taking 3d6 poison damage on a failed save, or half as much damage on a successful one.

178

Color Spray

PHB

1st

Action

1 round

Illusion

Self (15-foot cone)

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

179

Command

PHB

1st

Action

1 round

Enchantment

60 feet

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

180

Command Undead

DMS

3rd

Action

1 round

Necromancy

60 feet

You speak a one-word command to all undead creatures you can see within range. Any target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is living, if it doesn't understand your language, or if your command is directly harmful to it.See the command spell for examples for typical commands.

181

Compelled Duel

PHB

1st

Bonus

Concentration, up to 1 minute

Enchantment

30 feet

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

182

Compelled Movement

DMS

3rd

Action

Concentration, up to 1 minute

Enchantment

60 feet

Choose two living creatures (not constructs or undead) you can see within range. Each must make a Charisma saving throw. On a failed save, a creature is compelled to use its movement to move toward the other creature. Its route must be as direct as possible, but it avoids dangerous terrain and enemies. If the creatures are within 5 feet of each other at the end of either one's turn, their bodies fuse together. Fused creatures still take their own turns, but they can't move, can't use reactions, and have disadvantage on attack rolls, Dexterity saving throws, and Constitution checks to maintain concentration.A fused creature can use its action to make a Charisma saving throw. On a success, the creature breaks free and can move as it wants. It can become fused again, however, if it's within 5 feet of a creature that's still under the spell's effect at the end of either creature's turn.This spell doesn't affect a creature that can't be charmed or that is incorporeal.

183

Compelling Fate

DM:IL

3rd

Action

1 round

Divination (illumination)

30 feet

You view the actions of a single creature you can see through the influences of the stars, and you read what is written there. If the target creature fails a Charisma saving throw, you can predict that creature's actions. This has the following effects:You have advantage on attack rolls against the creature.For every 5 feet the creature moves, you can move 5 feet (up to your normal movement) on the creature's turn when it has completed its movement. This is deducted from your next turn's movement.As a reaction, you can warn yourself and allies that can hear you of the target's offensive intentions; any creature targeted by the target's next attack gains a +2 bonus to AC or on its saving throw against that attack.

184

Compelling Fate

DMS

3rd

Action

1 round

Divination

50 feet

You view the actions of a single creature you can see through the influence of the stars, and you read what is written there. If the target fails a Charisma saving throw, you can predict that creature's actions. This has the following effects:• You have advantage on attack rolls against the target.• For every 5 feet the target moves, you can move 5 feet (up to your normal movement) on the target's turn when it has completed its movement. This is deducted from your next turn's movement.• As a reaction at the start of the target's turn, you can warn yourself and allies that can hear you of the target's offensive intentions; any creature targeted by the target's next attack gains a +2 bonus to AC or to its saving throw against that attack.

185

Comprehend Languages

PHB

1st

Action

1 hour

Divination (ritual)

Self

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

186

Comprehend Wild Shape

DMS

2nd

Action

1 hour

Divination

Touch

Give one of the carved totems to an ally while keeping the other yourself. For the duration of the spell, you and whoever holds the other totem can communicate while either of you is in a beast shape. This isn't a telepathic link; you simply understand each other's verbal communication, similar to the effect of a speak with animals spell. This effect doesn't allow a druid in beast shape to cast spells.

187

Compulsion

PHB

4th

Action

Concentration, up to 1 minute

Enchantment

30 feet

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction.

188

Confound Senses

DMS

3rd

Action

Concentration, up to 10 minutes

Enchantment (Labyrinth)

30 feet

This spell befuddles the minds of up to six creatures that you can see within range, causing the creatures to see images of shifting terrain. Each target that fails an Intelligence saving throw is reduced to half speed until the spell ends because of confusion over its surroundings, and it makes ranged attack rolls with disadvantage. Affected creatures also find it impossible to keep track of their location. They automatically fail Wisdom (Survival) checks to avoid getting lost. Whenever an affected creature must choose between one or more paths, it chooses at random and immediately forgets which direction it came from.

189

Confusion

PHB

4th

Action

Concentration, up to 1 minute

Enchantment

90 feet

This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.An affected target can't take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.Confusion Behaviord10Behavior1The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn.2-6The creature doesn't move or take actions this turn.7-8The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.9-10The creature can act and move normally.At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

190

Conjure Animals

PHB

3rd

Action

Concentration, up to 1 hour

Conjuration

60 feet

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:One beast of challenge rating 2 or lowerTwo beasts of challenge rating 1 or lowerFour beasts of challenge rating 1/2 or lowerEight beasts of challenge rating 1/4 or lowerEach beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.The DM has the creatures' statistics.

191

Conjure Barrage

PHB

3rd

Action

Instantaneous

Conjuration

Self (60-foot cone)

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

192

Conjure Fiends

DMS

4th

1 Min.

Concentration, up to 1 hour

Conjuration (Fiendish)

90 feet

You summon fiends that appear in unoccupied spaces that you can see within range. You choose one of the following options for what appears: • One fiend of challenge rating 2 or lower • Two fiends of challenge rating 1 or lower • Four fiends of challenge rating 1/2 or lower • Eight fiends of challenge rating 1/4 or lower A fiend summoned by this spell disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The GM has the creatures' statistics.

193

Conjure Mantelet

DMS

2nd

Action

Concentration, up to 1 minute

Abjuration

Self

You summon a transparent, faintly luminous barrier with a single arrow slit. The magical mantelet provides you with three-quarters cover for the duration of the spell. If you move on your turn, the mantelet moves with you.

194

Conjure Minor Elementals

PHB

4th

1 Min.

Concentration, up to 1 hour

Conjuration

90 feet

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:One elemental of challenge rating 2 or lowerTwo elementals of challenge rating 1 or lowerFour elementals of challenge rating 1/2 or lowerEight elementals of challenge rating 1/4 or lower.An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.The DM has the creatures' statistics.

195

Conjure Mock Animals

DMS

1st

Action

Concentration, up to 10 minutes

Conjuration

30 feet

You summon fey spirits that take the outward appearance of animals, but merely to serve as a distraction and trap for the unwary. The spell functions as conjure animals, but each mock animal has only 1 hit point and deals only 1 damage on a hit regardless of its appearance.When a mock animal is dropped to 0 hit points, it explodes in a flash of light, dealing 2d4 radiant damage to all creatures within 5 feet of it. Each creature that takes damage must make a Dexterity saving throw. On a failed save, the creature is blinded for 1 round. Exploding mock animals do not deal this damage to other mock animals.

196

Conjure Scarab Swarm

DMS

2nd

Action

Concentration, up to 10 minutes

Conjuration

60 feet

You summon swarms of scarab beetles to attack your foes. Two swarm of insects (beetles) appear in unoccupied spaces that you can see within range.Each swarm disappears when it drops to 0 hit points or when the spell ends. The swarms are friendly to you and your allies. Make one initiative roll for both swarms, which have their own turns. They obey verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures but otherwise take no actions.

197

Conjure Spectral Dead

DMS

2nd

1 Min.

Concentration, up to 1 hour

Conjuration

60 feet

You summon a shroud (Tome of Beasts, p. 348) to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The creature disappears when it drops to 0 hit points or when the spell ends.

198

Conjure Undead

DMS

3rd

1 Min.

Concentration, up to 1 hour

Conjuration

30 feet

You summon a shadow to do your bidding. The creature appears in an unoccupied space that you can see within range. The creature is friendly to you and your allies for the duration. Roll initiative for the shadow, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions. The shadow disappears when the spell ends.

199

Conjure Woodland Beings

PHB

4th

Action

Concentration, up to 1 hour

Conjuration

60 feet

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:One fey creature of challenge rating 2 or lowerTwo fey creatures of challenge rating 1 or lowerFour fey creatures of challenge rating 1/2 or lowerEight fey creatures of challenge rating 1/4 or lowerA summoned creature disappears when it drops to 0 hit points or when the spell ends.The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.The DM has the creatures' statistics.

200

Consult the Storm

DMS

4th

Action

Instantaneous

Divination

90 feet

You ask a question of an entity connected to storms, such as an elemental, a deity, or a primal spirit, and the entity replies with destructive fury.As part of the casting of the spell, you must speak a question consisting of fifteen words or fewer. Choose a point within range. A short, truthful answer to your question booms from that point. It can be heard clearly by any creature within 600 feet. Each creature within 15 feet of the point takes 7d6 thunder damage, or half as much damage with a successful Constitution saving throw.

201

Continual Flame

PHB

2nd

Action

Until dispelled

Evocation

Touch

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

202

Control Flames

XGE

Cantrip

Action

Instantaneous or 1 hour (see below)

Transmutation

60 feet

You choose nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.You instantaneously extinguish the flames within the cube.You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

203

Control Water

PHB

4th

Action

Concentration, up to 10 minutes

Transmutation

300 feet

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 can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.

204

Converse with Dragon

DM:DM

1st

Action

Concentration, up to 10 minutes

Divination

Self

You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature's languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.This spell doesn't change a dragon's disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon's attitude toward you.

205

Converse with Dragon

DMS

1st

Action

Concentration, up to 10 minutes

Divination (Dragon)

Self

You gain limited telepathy, allowing you to communicate with any creature within 120 feet of you that has the dragon type, regardless of the creature's languages. A dragon can choose to make a Charisma saving throw to prevent telepathic contact with itself.This spell doesn't change a dragon's disposition toward you or your allies, it only opens a channel of communication. In some cases, unwanted telepathic contact can worsen the dragon's attitude toward you.

206

Convoluted Dictum

DMS

2nd

Action

Concentration, up to 1 minute

Enchantment

60 feet

You manipulate the thinking of a creature within range, compelling it to take longer, more elaborate means to complete actions. The target must succeed on a Wisdom saving throw or take only one action or bonus action on its turn until the spell ends.If the target tries to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't do so, the spell is wasted. If the target interacts with an object while taking its action, such as drawing a sword as part of an attack, it must also roll a d20. On an 11 or higher, it must make the interaction with the object its sole action on that round, taking the Use An Object action. In the example given, the target would take its action drawing the sword with an extensive amount of flourish or drama and be unable to attack with it until its next turn.At the end of each of its turns, the target can make another Wisdom saving throw. On a successful save, the spell ends.

207

Cordon of Arrows

PHB

2nd

Action

8 hours

Transmutation

5 feet

You plant four pieces of nonmagical ammunition—arrows or crossbow bolts—in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

208

Counterspell

PHB

3rd

Reaction

Instantaneous

Abjuration

60 feet

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

209

Create Bonfire

XGE

Cantrip

Action

Concentration, up to 1 minute

Conjuration

60 feet

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.The bonfire ignites flammable objects in its area that aren't being worn or carried.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

210

Create Food and Water

PHB

3rd

Action

Instantaneous

Conjuration

30 feet

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 for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

211

Create or Destroy Water

PHB

1st

Action

Instantaneous

Transmutation

30 feet

You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

212

Creeping Ice

DMS

2nd

Action

Concentration, up to 1 minute

Conjuration (Winter)

60 feet

You create a sheet of ice that covers a 5-foot square within range and lasts for the spell's duration. The iced area is difficult terrain.A creature in the area where you cast the spell must make a successful Strength saving throw or be restrained by ice that rapidly encases it. A creature restrained by the ice takes 2d6 cold damage at the start of its turn. A restrained creature can use an action to make a Strength check against your spell save DC, freeing itself on a success, but it has disadvantage on this check. The creature can also be freed (and the spell ended) by dealing at least 20 damage to the ice. The restrained creature takes half the damage from any attacks against the ice.

213

Crown of Madness

PHB

2nd

Action

Concentration, up to 1 minute

Enchantment

120 feet

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. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

214

Crusader's Mantle

PHB

3rd

Action

Concentration, up to 1 minute

Evocation

Self (30-foot radius)

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

215

Crushing Curse

DM:VM

Cantrip

Action

Instantaneous

Void Magic

60 feet

You speak a word of void speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute. A deafened creature can repeat the saving throw at the end of each of its turns, ending the deafness on a success. A creature deafened in this way can still hear void speech.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

216

Crushing Curse

DMS

Cantrip

Action

Instantaneous

Enchantment (Void)

60 feet

You speak a word of Void Speech. Choose a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw or take 1d6 psychic damage and be deafened for 1 minute, except that it can still hear Void Speech. A creature deafened in this way can repeat the saving throw at the end of each of its turns, ending the effect on a success. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

217

Crushing Trample

DMS

2nd

Action

1 round

Transmutation (Labyrinth)

Self

Upon casting this spell, you are filled with a desire to overrun your foes. You immediately move up to twice your speed in a straight line, trampling every foe in your path that is of your size category or smaller. If you try to move through the space of an enemy whose size is larger than yours, your movement (and the spell) ends. Each enemy whose space you move through must make a successful Strength saving throw or be knocked prone and take 4d6 bludgeoning damage. If you have hooves, add your Strength modifier (minimum of +1) to the damage. You move through the spaces of foes whether or not they succeed on their Strength saving throws. You do not provoke opportunity attacks while moving under the effect of this spell.

218

Cure Beast

DMS

1st

Bonus

Instantaneous

Evocation

60 feet

A beast of your choice that you can see within range regains a number of hit points equal to 1d6 + your spellcasting modifier.

219

Cure Wounds

PHB

1st

Action

Instantaneous

Evocation

Touch

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

220

Curse of Hostility

DMS

3rd

Action

Concentration, up to 1 minute

Necromancy

Touch

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed with the antipathy of a certain type of creature, chosen by you when you cast the spell. Choose from one of the following: aberrations, beasts, celestials, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, plants, or undead. In situations involving creatures of the selected type, the following effects apply.• In encounters with creatures of the selected type when the creatures are already hostile, they will attack the target of this spell in preference to other targets.• A creature of the selected type gains advantage on any attack rolls made against the target if the target has attacked and hit that creature at least once during the encounter.• The target has disadvantage on any Charisma-based checks made against creatures of the chosen type.A remove curse spell ends this effect.

221

Curse of Incompetence

DMS

3rd

Action

Concentration, up to 1 minute

Necromancy

60 feet

By making mocking gestures toward one creature within range that can see you, you leave the creature incapable of performing at its best. If the target fails on an Intelligence saving throw, roll a d4 and refer to the following table to determine what the target does on its turn. An affected target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success or applying the result of another roll on the table on a failure.Curse of Incompetenced4Curse1Target spends its turn shouting mocking words at caster and takes a -5 penalty to its initiative roll.2Target stands transfixed and blinking, takes no action.3Target flees or fights (50 percent chance of each).4Target charges directly at caster, enraged.

222

Curse of Incompetence

DM:BM

3rd

Action

Concentration, up to 1 minute

Necromancy

120 feet

With mocking gestures, you leave the target incapable of performing at or even near its best. If the target fails an Intelligence saving throw, then for the spell's duration, it has disadvantage on Intelligence, Wisdom, and Charisma checks made to direct a battle, determine tactics, or give directions or orders to other creatures. Additionally, each time the target gives commands, directions, or orders to other creatures, those creatures must roll a d4 and subtract the result from their Initiative as they struggle to comprehend and implement the confusing new directions. This applies to command abilities such as the orc war chief's Battle Cry and the hobgoblin warlord's Leadership.

223

Cursed Gift

DMS

4th

Action

24 hours

Abjuration

Touch

This spell imbues an object with a harmful magical effect that you or another creature in physical contact with you is currently suffering from. If you give this object to a creature that freely accepts it during the duration of the spell, the recipient must make a Charisma saving throw. On a failed save, the harmful effect is transferred to the recipient for the duration of the spell (or until the effect ends).Returning the object to you, destroying it, or giving it to someone else has no effect. Remove curse and comparable magic can relieve the individual who received the item, but the harmful effect still returns to the previous victim when this spell ends if the effect's duration has not expired.

224

Cynophobia

DMS

3rd

Action

8 hours

Enchantment

30 feet

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or develop an overriding fear of canids, such as dogs, wolves, foxes, and worgs. For the duration, the first time the target sees a canid, the target must succeed on a Wisdom saving throw or become frightened of that canid until the end of its next turn. Each time the target sees a different canid, it must make the saving throw. In addition, the target has disadvantage on ability checks and attack rolls while a canid is within 10 feet of it.

225

Daggerhawk

DMS

2nd

Action

1 minute

Transmutation

Self

When this spell is cast on a nonmagical dagger, a ghostly hawk appears around the weapon. The hawk and dagger fly into the air and make a melee attack against one creature you select within 60 feet, using your spell attack modifier and dealing piercing damage equal to 1d4 + your Intelligence modifier on a hit. On your subsequent turns, you can use an action to cause the daggerhawk to attack the same target. The daggerhawk has AC 14 and, although it's invulnerable to all damage, a successful attack against it that deals bludgeoning, force, or slashing damage sends the daggerhawk tumbling, so it can't attack again until after your next turn.

226

Dancing Lights

PHB

Cantrip

Action

Concentration, up to 1 minute

Evocation

120 feet

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

227

Dark Heraldry

DMS

3rd

Action

Concentration, up to 1 minute

Necromancy

60 feet

Dark entities herald your entry into combat, instilling an existential dread in your enemies. Designate a number of creatures up to your spellcasting ability modifier (minimum of one) that you can see within range and that have an alignment different from yours. Each of those creatures takes 5d8 psychic damage and becomes frightened of you; a creature that makes a successful Wisdom saving throw takes half as much damage and is not frightened.A creature frightened in this way repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The creature makes this saving throw with disadvantage if you can see it.

228

Dark Maw

DMS

Cantrip

Action

1 round

Necromancy

Touch

Thick, penumbral ichor drips from your shadow-stained mouth, filling your mouth with giant shadow fangs. Make a melee spell attack against the target. On a hit, the target takes 1d8 necrotic damage as your shadowy fangs sink into it. If you hit a humanoid target, you gain 1d4 temporary hit points until the start of your next turn.This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).If you have a bite attack (such as from a racial trait or a spell like alter self), this spell instead augments your bite attack by dealing necrotic damage equal to your spellcasting ability modifier, and you gain 1d4 temporary hit points if the target is humanoid.

229

Dark Path

DMS

2nd

Action

Concentration, up to 1 minute

Conjuration (Shadow)

30 feet

You conjure a shadowy road between two points within range to create a bridge or path. This effect can bridge a chasm or create a smooth path through difficult terrain. The dark path is 10 feet wide and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than the path can support sinks through the path as if it didn't exist.

230

Darkbolt

DMS

2nd

Action

Instantaneous

Evocation (Shadow)

60 feet

You utter a quick invocation to create a black nimbus around your hand, then hurl three rays of darkness at one or more targets in range. The rays can be divided between targets however you like. Make a ranged spell attack for each target (not each ray); each ray that hits deals 1d10 cold damage. A target that was hit by one or more rays must make a successful Constitution saving throw or be unable to use reactions until the start of its next turn.

231

Darkness

PHB

2nd

Action

Concentration, up to 10 minutes

Evocation

60 feet

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

232

Darkvision

PHB

2nd

Action

8 hours

Transmutation

Touch

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

233

Daylight

PHB

3rd

Action

1 hour

Evocation

60 feet

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.If any of this spell's area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

234

Dead Walking

DMS

2nd

Action

Concentration, up to 1 hour

Illusion

10 feet

As part of the casting of this spell, you place a copper piece under your tongue. This spell makes up to six willing creatures you can see within range invisible to undead for the duration. Anything a target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for all targets if one target attacks or casts a spell.

235

Death Ward

PHB

4th

Action

8 hours

Abjuration

Touch

You touch a creature and grant it a measure of protection from death.The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends.

236

Decay

DMS

Cantrip

Action

Instantaneous

Necromancy

Touch

Make a melee spell attack against a creature you touch. On a hit, the target takes 1d10 necrotic damage. If the target is a Tiny or Small nonmagical object that isn't being worn or carried by a creature, it automatically takes maximum damage from the spell.This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

237

Decelerate

DM:TM

2nd

Action

1 minute

Transmutation (Temporal)

60 feet

You slow the flow of time around a creature. The creature must make a successful Wisdom saving throw or its speed is halved (rounded up to the nearest 5-foot increment). Until the effect ends, the creature's speed is halved again at the start of each of your turns. For example, a character with a speed of 30 feet fails its saving throw, dropping its speed to 15 feet. At the start of your next turn, the creature's speed drops to 10 feet, then to 5 feet on the following round. Decelerate can't reduce a creature's speed to less than 5 feet. The spell ends after 1 minute or when the target uses its action to make a successful Wisdom saving throw.

238

Decelerate

DMS

2nd

Action

1 minute

Transmutation (Temporal, Clockwork)

60 feet

You slow the flow of time around a creature within range that you can see. The creature must make a successful Wisdom saving throw, or its walking speed is halved (round up to the nearest 5-foot increment). The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Until the spell ends, on a failed save the target's speed is halved again at the start of each of your turns. For example, if a creature with a speed of 30 feet fails its initial saving throw, its speed drops to 15 feet. At the start of your next turn, the creature's speed drops to 10 feet on a failed save, then to 5 feet on the following round on another failed save. Decelerate can't reduce a creature's speed to less than 5 feet.

239

Deep Breath

DMS

1st

Action

2 hours

Transmutation

Touch

The recipient of this spell can breathe and function normally in thin atmosphere, suffering no ill effect at altitudes of up to 20,000 feet. If more than one creature is touched during the casting, the duration is divided evenly among all creatures touched.

240

Deep Focus

DMS

3rd

Action

Special

Evocation

Self

You tap into ambient magical energy to stabilize and maintain a spell. The next spell you cast that normally requires concentration will last its full normal duration without the need for concentration, as long as it is cast within 1 minute of your casting of this spell, and the spell to be affected is of 4th level or lower. At the end of the duration, or if 1 minute goes by without your casting a spell that requires concentration, the spell ends.

241

Deep Freeze

DMS

4th

Action

Concentration, up to 1 minute

Evocation (Winter)

60 feet

You send a blast of deep cold at a creature, dealing 4d8 cold damage to it and encasing it in ice. An encased creature is grappled and takes an extra 2d8 cold damage at the start of its turn every round it remains encased. If the target of this spell makes a successful Dexterity saving throw, it takes half the damage and none of the extra damage and is not encased in ice, but the ice that clings to its body reduces its speed by 15 feet (to a minimum speed of 5 feet) until it takes an action to remove the ice.A grappled target can take an action to make a Strength check against your spell save DC, breaking free of the ice on a success. Alternatively, another creature within 5 feet of the target can make a Strength check on its turn, freeing the creature on a success. The ice can also be attacked. It has AC 12, 10 hit points, and vulnerability to fire damage.

242

Defensive Quills

DMS

3rd

Action

10 minutes

Transmutation

Self

Sharp quills grow from your skin. You can end the spell early by using an action to dismiss it. You gain a +1 bonus to AC for the duration. If a creature hits you with an attack made by a light weapon, a natural attack, or an unarmed strike, it takes 2d8 piercing damage from your quills. A creature that grapples you takes damage from the quills at the beginning of each of its turns in which it is grappling you. If a creature swallows you, it takes damage from the quills each round at the start of your turn.

243

Delay Potion

DMS

2nd

Action

1 hour

Transmutation (Alkemancy)

Touch

Upon casting this spell, you delay the next potion you consume from taking effect for up to 1 hour. You must consume the potion within 1 round of casting this spell; otherwise the spell has no effect. At any point during this spell's duration, you can use a bonus action to cause the potion to go into effect. When the potion is activated, it works as if you had just drunk it. While the potion is delayed, it has no effect at all and you can consume and benefit from other potions normally.You can delay only one potion at a time. If you try to delay the effect of a second potion, the spell fails, the first potion has no effect, and the second potion has its normal effect when you drink it.

244

Demon Within

DMS

3rd

Action

Concentration, up to 1 minute

Conjuration (Fiendish)

30 feet

One humanoid of your choice within range becomes a gateway for a demon to enter the plane of existence you are on. You choose the demon's type from among those of challenge rating of 4 or lower. The target must make a Wisdom saving throw. On a success, the gateway fails to open, and the spell has no effect. On a failed save, the target takes 4d6 force damage from the demon's attempt to claw its way through the gate. For the spell's duration, you can use a bonus action to further agitate the demon, dealing an additional 2d6 force damage to the target each time. If the target drops to 0 hit points while affected by this spell, the demon tears through the body and appears in the same space as its now incapacitated or dead victim. You do not control this demon; it is free to either attack or leave the area as it chooses. The demon disappears after 24 hours or when it drops to 0 hit points.

245

Desiccating Breath

DMS

4th

Action

Instantaneous

Evocation

Self (30-foot cone)

You spew forth a cloud of black dust that draws all moisture from a 30-foot cone. Each animal in the cone takes 4d10 necrotic damage, or half as much damage if it makes a successful Constitution saving throw. The damage is 6d10 for plants and plant creatures, also halved on a successful Constitution saving throw.

246

Destructive Resonance

DM:VM

2nd

Action

Instantaneous

Void Magic

Self (15-foot cone)

You shout a scathing string of void speech that assaults the minds of any creatures who hear it. Each creature in a 15-foot cone who can hear you takes 4d6 psychic damage, or half damage with a successful Wisdom saving throw. Creatures damaged by this spell can't take reactions until the start of their next turn.

247

Destructive Resonance

DMS

2nd

Action

Instantaneous

Enchantment (Void)

Self (15-foot cone)

You shout a scathing string of Void Speech that assaults the minds of those before you. Each creature in a 15-foot cone that can hear you takes 4d6 psychic damage, or half that damage with a successful Wisdom saving throw. A creature damaged by this spell can't take reactions until the start of its next turn.

248

Detect Dragons

DM:DM

2nd

Action

Concentration, up to 10 minutes

Divination

Self

You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identiy, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature. Note that the spell provides no information on the turn it's cast unless you have the means to take a second action that turn.

249

Detect Dragons

DMS

2nd

Action

Concentration, up to 10 minutes

Divination (Dragon)

Self

You can detect the presence of dragons and other draconic creatures within your line of sight and 120 feet, regardless of disguises, illusions, and alteration magic such as polymorph. The information you uncover depends on the number of consecutive rounds you spend an action studying a subject or area. On the first round of examination, you detect whether any draconic creatures are present, but not their number, location, identity, or type. On the second round, you learn the number of such creatures as well as the general condition of the most powerful one. On the third and subsequent rounds, you make a DC 15 Intelligence (Arcana) check; if it succeeds, you learn the age, type, and location of one draconic creature within range. Note that the spell provides no information on the turn in which it is cast, unless you have the means to take a second action that turn.

250

Detect Evil and Good

PHB

1st

Action

Concentration, up to 10 minutes

Divination

Self

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 located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

251

Detect Magic

PHB

1st

Action

Concentration, up to 10 minutes

Divination (ritual)

Self

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

252

Detect Poison and Disease

PHB

1st

Action

Concentration, up to 10 minutes

Divination (ritual)

Self

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

253

Detect Thoughts

PHB

2nd

Action

Concentration, up to 1 minute

Divination

Self

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected.You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language.Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.

254

Deva's Wings

DMS

4th

Action

Concentration, up to 10 minutes

Transmutation (Angelic)

Touch

You touch a willing creature. The target grows feathery wings of pure white that grant it a flying speed of 60 feet and the ability to hover. When the target takes the Attack action, it can use a bonus action to make a melee weapon attack with the wings, with a reach of 10 feet. If the wing attack hits, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier and must make a successful Strength saving throw or fall prone. When the spell ends, the wings disappear, and the target falls if it was aloft.

255

Dimension Door

PHB

4th

Action

Instantaneous

Conjuration

500 feet

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

256

Dimensional Shove

DMS

3rd

Action

Instantaneous

Conjuration (Labyrinth)

Touch

This spell pushes a creature you touch through a dimensional portal, causing it to disappear and then reappear a short distance away. If the target fails a Wisdom saving throw, it disappears from its current location and reappears 30 feet away from you in a direction of your choice. This travel can take it through walls, creatures, or other solid surfaces, but the target can't reappear inside a solid object or not on solid ground; instead, it reappears in the nearest safe, unoccupied space along the path of travel.

257

Discern Weakness

DMS

2nd

Action

Concentration, up to 1 minute

Divination

Self

You divine the weak points in your foes' defenses, allowing you to strike with deadly effect. If you score a critical hit or a successful sneak attack on an opponent, roll damage twice and take the better result.

258

Disguise Self

PHB

1st

Action

1 hour

Illusion

Self

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 action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

259

Dispel Magic

PHB

3rd

Action

Instantaneous

Abjuration

120 feet

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

260

Disquieting Gaze

DMS

1st

Action

1 minute

Necromancy

Self

Your eyes burn with scintillating motes of unholy crimson light. Until the spell ends, you have advantage on Charisma (Intimidation) checks made against creatures that can see you, and you have advantage on spell attack rolls that deal necrotic damage to creatures that can see your eyes.

261

Dissonant Whispers

PHB

1st

Action

Instantaneous

Enchantment

60 feet

You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.

262

Distort Value

AI

1st

1 Min.

8 hours

Illusion

Touch

Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.

263

Distracting Divination

DMS

2nd

Reaction

Instantaneous

Divination

Touch

Foresight tells you when and how to be just distracting enough to foil an enemy spellcaster. When an adjacent enemy tries to cast a spell, make a melee spell attack against that enemy. On a hit, the enemy's spell fails and has no effect; the enemy's action is used up but the spell slot isn't expended.

264

Distraction Cascade

DMS

2nd

Reaction

Instantaneous

Divination

30 feet

With a flash of foresight, you throw a foe off balance. Choose one creature you can see that your ally has just declared as the target of an attack. Unless that creature makes a successful Charisma saving throw, attacks against it are made with advantage until the end of this turn.

265

Distressing Resonance

DMS

4th

Action

Concentration, up to 1 minute

Evocation

30 feet

You create a field of subsonic vibrations in a 30-foot-radius sphere, centered on a point you choose within range, that causes physical distress and extreme discomfort. A creature in this area or that enters it after you cast the spell must succeed on a Constitution saving throw or be incapacitated until the beginning of its next turn. On a successful save, the creature can act normally. If a creature begins its turn in the area, it must make another successful save to avoid being incapacitated. Constructs, deafened creatures, oozes, plants, and undead are not affected by this spell.The vibrations from the distressing resonance interfere with tremorsense, negating any use of that ability in the spell's area.

266

Divination

PHB

4th

Action

Instantaneous

Divination (ritual)

Self

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

267

Divine Favor

PHB

1st

Bonus

Concentration, up to 1 minute

Evocation

Self

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

268

Dome of Silence

DMS

2nd

Action

Concentration, up to 10 minutes

Abjuration

Self

An invisible dome encompasses a 10-foot-radius around you, creating a damper for any sound traveling into or out of the area. Creatures can pass through the dome normally, but sound does not. You and any creatures in the dome can hear one another, but nothing outside. Likewise, any noise made in the dome of silence cannot be heard outside it.Any attack that deals thunder damage dispels the dome, but the dome reduces that damage to any creatures inside it by half.

269

Dominate Beast

PHB

4th

Action

Concentration, up to 1 minute

Enchantment

60 feet

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

270

Doom of Blue Crystal

DMS

3rd

Action

Concentration, up to 3 rounds

Transmutation

Self

You are surrounded by a field of glowing, blue energy lasting 3 rounds. Creatures within 5 feet of you, including yourself, must make a Constitution saving throw when the spell is cast and again at the start of each of your turns while the spell is in effect. A creature whose saving throw fails is restrained; a restrained creature whose saving throw fails is paralyzed; and a paralyzed creature whose saving throw fails is petrified and transforms into a statue of blue crystal. As with all concentration spells, you canend the field at any time (no action required). If you are turned to crystal, the spell ends after all affected creatures make their saving throws. Restrained and paralyzed creatures recover immediately when the spell ends, but petrification is permanent.Creatures turned to crystal can see, hear, and smell normally, but they don't need to eat or breathe. If shatter is cast on a crystal creature, it must succeed on a Constitution saving throw against the caster's spell save DC or be killed.Creatures transformed into blue crystal can be restored with dispel magic, greater restoration, or comparable magic.

271

Doom of Consuming Fire

DMS

2nd

Action

Concentration, up to 1 minute

Evocation

Self

You are wreathed in cold, purple fire that damages creatures near you. You take 1d6 cold damage each round for the duration of the spell. Creatures within 5 feet of you when you cast the spell and at the start of each of your turns while the spell is in effect take 1d8 cold damage.

272

Doom of Dancing Blades

DMS

3rd

Action

Concentration, up to 1 hour

Illusion

Self

When you cast this spell, you create 1d4 illusory copies of any weapon of your choice that float in the air 5 feet from you. These images move with you, spinning, shifting, and mimicking your attacks. When you are hit by a melee attack but the attack roll exceeded your Armor Class by 3 or less, one illusory weapon parries the attack; you take no damage and the illusory weapon is destroyed. When you are hit by a melee attack that an illusory weapon can't parry (the attack roll exceeds your AC by 4 or more), you take only half as much damage from the attack, and an illusory weapon is destroyed. Spells and effects that affect an area or don't require an attack roll affect you normally and don't destroy any illusory weapons.If you make a melee attack that scores a critical hit while doom of dancing blades is in effect on you, all your illusory weapons also strike the target and deal 1d8 bludgeoning, piercing, or slashing damage (your choice) each.The spell ends when its duration expires or when all your illusory weapons are destroyed or expended.An attacker must be able to see the illusory weapons to be affected. The spell has no effect if you are invisible or in total darkness or if the attacker is blinded.

273

Doom of Disenchantment

DMS

3rd

Action

Concentration, up to 5 rounds

Abjuration

Self

When you cast this spell, your worn armor and clothing glow with light. When a creature hits you with an attack, the spell counters any magic that provides the attack with a bonus to hit or to damage. For example, a +1 weapon would still be considered magical, but it gets neither +1 to hit nor +1 to damage on any attack against you.The spell also suppresses other magical properties of the attack. A sword of wounding, for example, can't cause ongoing wounds on you, and you recover hit points lost to the weapon's damage normally. If the attack was a spell, it's affected as if you had cast counterspell, using Charisma as your spellcasting ability. Spells with a duration of instantaneous, however, are unaffected.

274

Doom of Serpent Coils

DMS

4th

Action

Instantaneous

Necromancy

Self (10-foot radius)

You drink a dose of venom or other poison and spread the effect to other living things around you. If the poison normally allows a saving throw, your save automatically fails. You suffer the effect of the poison normally before spreading the poison to all other living creatures within 10 feet of you. Instead of making the usual saving throw against the poison, each creature around you makes a Constitution saving throw against the spell. On a successful save, a target suffers no damage or other effect from the poison and is immune to further castings of doom of serpent coils for 24 hours. On a failed save, a target doesn't suffer the poison's usual effect; instead, it takes 4d6 poison damage and is poisoned. While poisoned in this way, a creature repeats the saving throw at the end of each of its turns. On a subsequent failed save, it takes 4d6 poison damage and is still poisoned. On a subsequent successful save, it is no longer poisoned and is immune to further castings of doom of serpent coils for 24 hours.Multiple castings of this spell have no additional effect on creatures that are already poisoned by it. The effect can be ended by protection from poison or comparable magic.

275

Doom of the Cracked Shield

DMS

1st

Action

Instantaneous

Transmutation

Touch

This spell is cast on a melee weapon. The next time that weapon is used, it destroys the target's nonmagical shield or damages nonmagical armor, in addition to the normal effect of the attack. If the foe is using a nonmagical shield, it breaks into pieces. If the foe doesn't use a shield, its nonmagical armor takes a -2 penalty to AC. If the target doesn't use armor or a shield, the spell is expended with no effect.

276

Doom of the Earthen Maw

DMS

4th

Action

1 minute

Evocation

60 feet

The ground within 30 feet of a point you designate turns into filthy and slippery muck. This spell affects sand, earth, mud, and ice, but not stone, wood, or other material. For the duration, the ground in the affected area is difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the mud until the spell ends. A restrained creature can free itself by using an action to make a successful Strength saving throw. A creature that frees itself or that enters the area after the spell was cast is affected by the difficult terrain but doesn't become restrained.Each round, a restrained creature sinks deeper into the muck. A Medium or smaller creature that is restrained for 3 rounds becomes submerged at the end of its third turn. A Large creature becomes submerged after 4 rounds. Submerged creatures begin suffocating if they aren't holding their breath. A creature that is still submerged when the spell ends is sealed beneath the newly solidified ground. The creature can escape only if someone else digs it out or it has a burrowing speed.

277

Doom of the Pit

DMS

4th

Action

1 minute

Conjuration

120 feet

You create a ripple of dark energy that destroys everything it touches. A 10-foot-radius, 10-foot-deep, cylindrical extradimensional hole appears on a horizontal surface of sufficient size. Since it extends into another dimension, the pit has no weight and does not otherwise displace the original underlying material. You can create the pit in the deck of a ship as easily as in a dungeon floor or the ground of a forest.The pit's radius expands by 10 feet at the start of your turn each round for the duration. Any creature standing in the original conjured space, or on a space taken up by the pit as it grows, must succeed on a Dexterity saving throw to avoid falling in. Any creature adjacent to the pit when it expands must likewise succeed on a Dexterity saving throw to avoid falling in. Creatures subjected to a successful pushing effect (such as by a spell like gust of wind) may not make this saving throw. Creatures that fall into the pit take falling damage as normal. The walls of the pit are slick and slimy, requiring a DC 15 Strength (Athletics) check to climb. Creatures and objects that remain in the pit take 1d6 necrotic damage at the start of each of their turns. If you fall into your own pit, you take damage; then the spell ends and you are incapacitated for 2 rounds. When the spell ends, the floor of the pit rises, bringing creatures in the pit back up to the original surface. Each creature in the pit must then make a Constitution saving throw. On a failed save, the creature is stunned for 2 rounds after the spell ends.

278

Doom of the Slippery Rogue

DMS

2nd

Action

1 minute

Conjuration

40 feet

This spell covers a 20-foot-by-20-foot section of wall or floor within range with a thin coating of grease. If a vertical surface is affected, each climber on that surface must make a successful DC 20 Strength (Athletics) check or immediately fall from the surface unless it is held in place by ropes or other climbing gear. A creature standing on an affected floor falls prone unless it makes a successful Dexterity saving throw. Creatures that try to climb or move through the affected area can move no faster than half speed (this is cumulative with the usual reduction for climbing), and any movement must be followed by a Strength saving throw (for climbing) or a Dexterity saving throw (for walking). On a failed save, the moving creature falls or falls prone.

279

Douse Light

DMS

Cantrip

Action

Instantaneous

Transmutation (Shadow)

30 feet

With a simple gesture, you can put out a single small source of light within range. This spell extinguishes a torch, a candle, a lantern, or a light or dancing lights cantrip.

280

Draconic Majesty

DMS

3rd

Action

Concentration, up to 1 minute

Enchantment (Dragon)

Self (30-foot radius)

You exude the powerful presence of a dragon, frightening your enemies. For the duration of the spell, all creatures who are aware of your presence and within 30 feet of you must succeed on a Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

281

Draconic Senses

DMS

4th

Action

8 hours

Divination (Dragon)

Self

You enhance your senses, granting yourself the keen perception of a dragon. For the duration of the spell, you gain darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. You also gain blindsight out to a range of 60 feet.

282

Draconic Smite

DM:DM

1st

Bonus

Concentration, up to 1 minute

Evocation

Self

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon momentarily takes on the form of a silver dragon's head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack's target must each make a successful Constitution saving throw or take 1d6 cold damage.

283

Draconic Smite

DMS

1st

Bonus

Concentration, up to 1 minute

Evocation (Dragon)

Self

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon takes on the form of a silver dragon's head. Your attack deals an extra 1d6 cold damage, and up to four other creatures of your choosing within 30 feet of the attack's target must each make a successful Constitution saving throw or take 1d6 cold damage.

284

Dragon Roar

DM:DM

Cantrip

Action

Instantaneous

Evocation

30 feet

Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened of you until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours.This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

285

Dragon Roar

DMS

Cantrip

Action

Instantaneous

Evocation (Dragon)

30 feet

Your voice is amplified to assault the mind of one creature. The target must make a Charisma saving throw. If it fails, the target takes 1d4 psychic damage and is frightened until the start of your next turn. A target can be affected by your dragon roar only once per 24 hours.This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

286

Dragon's Breath

XGE

2nd

Bonus

Concentration, up to 1 minute

Transmutation

Touch

You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.

287

Dragon's Pride

DMS

3rd

Action

Concentration, up to 1 hour

Enchantment (Dragon)

Self

Your sense of self grows to draconic proportions. Until the spell ends, you gain advantage on all Charisma checks and on all saving throws against being charmed or frightened.

288

Drain Item

DMS

4th

Action

Instantaneous

Evocation

Touch

You touch a magic item and cause its magical energies to drain away. If the item is currently carried or held by another creature, you must make a melee spell attack to touch the item, against the wielder's AC. On a hit, the item loses 1d3 charges. If this reduction drops the item's charges to 0, any effects that occur when the item loses all its charges immediately take effect.

289

Dread Wings

DMS

4th

Action

Concentration, up to 1 minute

Necromancy

60 feet

A swarm of flying, bat-like shapes swirl into existence in a 20-foot-radius cloud around the point you target your spell. Each round a creature begins its turn in the swarm, it takes 4d8 necrotic damage and must succeed on a Wisdom saving throw or become frightened for 1d4 rounds. Creatures that are immune to necrotic damage are not susceptible to the frightened effect.You can use an action on your turn to move the swarm up to 40 feet in any direction.

290

Drown

DMS

3rd

Action

Instantaneous

Evocation

90 feet

You cause a creature's lungs to fill with seawater. Unless the target makes a successful Constitution saving throw, it immediately begins suffocating. A suffocating creature can't speak or perform verbal spell components. It can hold its breath, and thereafter can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), after which it drops to 0 hit points and is dying.Huge or larger creatures are unaffected, as are creatures that can breathe water or that don't require air.A suffocating (not dying) creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

291

Druidcraft

PHB

Cantrip

Action

Instantaneous

Transmutation

30 feet

Whispering to the spirits of nature, you create one of the following effects within range:You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.You instantly light or snuff out a candle, a torch, or a small campfire.

292

Dryad's Kiss

DMS

3rd

Action

Concentration, up to 1 minute

Conjuration

120 feet

You perform an ancient incantation that summons flora from the fey realm. A creature you can see within range is covered with small, purple buds and takes 3d8 necrotic damage; a successful Wisdom saving throw negates the damage but doesn't prevent the plant growth. The buds can be removed by the target or an ally of the target within 5 feet who uses an action to make a successful Intelligence (Nature) or Wisdom (Medicine) check against your spell save DC, or by a greater restoration or blight spell. While the buds remain, whenever the target takes damage from a source other than this spell, one bud blossoms into a purple and yellow flower that deals an extra 1d8 necrotic damage to the target. Once four blossoms have formed in this way, the buds can no longer be removed by nonmagical means. The buds and blossoms wilt and fall away when the spell ends, provided the creature is still alive.If a creature affected by this spell dies, sweet-smelling blossoms quickly cover its body. The flowers wilt and die after one month.

293

Dust Devil

XGE

2nd

Action

Concentration, up to 1 minute

Conjuration

60 feet

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell's duration.Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from the dust devil. On a successful save, the creature takes half as much damage and isn't pushed.As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

294

Ears of the Bat

DMS

3rd

Action

Concentration, up to 1 hour

Transmutation

Self

You gain the keen hearing and echolocation abilities of a bat. For the duration of the spell, you have advantage on Wisdom (Perception) checks that rely on hearing, and you gain blindsight out to a range of 60 feet.You cannot use the blindsight ability while deafened. While the spell is in effect, you have disadvantage on saving throws against spells and effects that deal thunder damage.

295

Earth Tremor

XGE

1st

Action

Instantaneous

Evocation

10 feet

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

296

Earthbind

XGE

2nd

Action

Concentration, up to 1 minute

Transmutation

300 feet

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell's duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

297

Earthskimmer

DM14

4th

Action

Concentration, up to 1 minute

Transmutation

Self

You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or another solid surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.When you take the Dash action, until the end of your turn you can enter the space of a creature up to one size larger than yourself, and the creature must make a Strength saving throw. A creature takes 4d6 bludgeoning damage on a failed save and is knocked prone, or half as much damage and isn't knocked prone on a successful one.

298

Earthskimmer

DMS

4th

Action

Concentration, up to 1 minute

Transmutation

Self

You cause earth and stone to rise up beneath your feet, lifting you up to 5 feet. For the duration, you can use your movement to cause the slab to skim along the ground or other solid, horizontal surface at a speed of 60 feet. This movement ignores difficult terrain. If you are pushed or moved against your will by any means other than teleporting, the slab moves with you.Until the end of your turn, you can enter the space of a creature up to one size larger than yourself when you take the Dash action. The creature must make a Strength saving throw. It takes 4d6 bludgeoning damage and is knocked prone on a failed save, or takes half as much damage and isn't knocked prone on a succesful one.

299

Earworm Melody

DMS

1st

Action

Concentration, up to 1 minute

Enchantment

30 feet

You sing or play a catchy tune that only one creature of your choice within range can hear. Unless the creature makes a successful Wisdom saving throw, the verse becomes ingrained in its head. If the target is concentrating on a spell, it must make a Constitution check with disadvantage against your spell save DC in order to maintain concentration.For the spell's duration, the target takes 2d4 psychic damage at the start of each of its turns as the melody plays over and over in its mind. The target repeats the saving throw at the end of each of its turns, ending the effect on a success. On a failed save, the target must also repeat the Constitution check with disadvantage if it is concentrating on a spell.

300

Echoes of Steel

DMS

4th

Bonus

Concentration, up to 1 minute

Evocation

Self (30-foot radius)

When you hit a creature with a melee weapon attack, you can use a bonus action to cast echoes of steel. All creatures you designate within 30 feet of you take thunder damage equal to the damage from the melee attack, or half as much damage with a successful Constitution saving throw.

301

Ectoplasm

DMS

2nd

Action

Concentration, up to 1 minute

Necromancy (Mythos)

60 feet

You call forth an ectoplasmic manifestation of Medium size that appears in an unoccupied space of your choice within range that you can see. The manifestation lasts for the spell's duration. Any creature that ends its turn within 5 feet of the manifestation takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw. As a bonus action, you can move the manifestation up to 30 feet. It can move through a creature's space but can't remain in the same space as that creature. If it enters a creature's space, that creature takes 2d6 psychic damage, or half the damage with a successful Wisdom saving throw. On a failed save, the creature also has disadvantage on Dexterity checks until the end of its next turn. When you move the manifestation, it can flow through a gap as small as 1 square inch, over barriers up to 5 feet tall, and across pits up to 10 feet wide. The manifestation sheds dim light in a 10-foot radius. It also leaves a thin film of ectoplasmic residue on everything it touches or moves through. This residue doesn't illuminate the surroundings but does glow dimly enough to show the manifestation's path. The residue dissipates 1 round after it is deposited.

302

Ectoplasm

DM:MM

2nd

Action

Concentration, up to 1 minute

Necromancy (void magic)

60 feet

You call forth a Medium-sized ectoplasmic manifestation that appears in an unoccupied space of your choice within range that you can see. The manifestation lasts for the spell's duration. Any creature that ends its turn within 5 feet of the manifestation takes 2d6 psychic damage, or half damage with a successful Wisdom saving throw.As a bonus action, you can move the manifestation up to 30 feet. It can move through one creature's space but can't remain in the same space as that creature. If the ectoplasm enters a creature's space, that creature takes 2d6 psychic damage, of half damage with a successful Wisdom saving throw. If the saving throw fails, the creature also has disadvantage on Dexterity checks until the end of its next turn.When you move the manifestation, it can flow through a gap as small as 1 square inch, over barriers up to 5 feet tall, and across pits up to 10 feet wide. The manifestation sheds dim light in a 10-foot radius. It also leaves a thin film of ectoplasmic residue on everything it touches or moves through. This residue doesn't illuminate the surroundings but does glow dimly enough to show the manifestation's path. The residue disappears 1 round later.

303

Eldritch Blast

PHB

Cantrip

Action

Instantaneous

Evocation

120 feet

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

304

Elemental Bane

XGE

4th

Action

Concentration, up to 1 minute

Transmutation

90 feet

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

305

Elemental Horns

DMS

2nd

Action

Concentration, up to 1 minute

Evocation (Labyrinth)

Touch

The target of this spell must be a creature that has horns, or the spell fails. This spell causes the touched creature's horns to crackle with elemental energy. Select one of the following energy types when casting this spell: acid, cold, fire, lightning, or radiant. The creature's gore attack deals 3d6 damage of the chosen type in addition to any other damage the attack normally deals.Although commonly seen among tieflings and minotaurs, this spell is rarely employed by other races.

306

Elemental Twist

DMS

2nd

Action

Concentration, up to 1 minute

Evocation (Chaos)

Self

During this spell's duration, reality shifts around you whenever you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage. Assign each damage type a number and roll a d6 to determine the type of damage this casting of the spell deals. In addition, the spell's damage increases by 1d6. All other properties or effects of the spell are unchanged.

307

Elemental Weapon

PHB

3rd

Action

Concentration, up to 1 hour

Transmutation

Touch

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

308

Emanation of Yoth

DMS

4th

1 Min.

Concentration, up to 1 hour

Necromancy (Mythos) (ritual)

90 feet

You call forth a ghost that takes the form of a spectral, serpent-like assassin. It appears in an unoccupied space that you can see within range. The ghost disappears when it's reduced to 0 hit points or when the spell ends. The ghost is friendly to you and your companions for the duration of the spell. Roll initiative for the ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don't issue a command to it, the ghost defends itself from hostile creatures but doesn't move or take other actions. You are immune to the ghost's Horrifying Visage action but can willingly become the target of the ghost's Possession ability. You can end this effect on yourself as a bonus action.

309

Emanation of Yoth

DM:MM

4th

1 Min.

Concentration, up to 1 hour

Necromancy (void magic) (ritual)

90 feet

You call forth a ghost that takes the form of a spectral serpentfolk assassin. It appears in an unoccupied space that you can see within range. The ghost disappears when it's reduced to 0 hit points or when the spell ends.The ghost is friendly to you and your companions for the duration of the spell. Roll initiative for the ghost, which takes its own turns. It obeys verbal commands that you issue to it (no action required by you). If you don't issue a command to it, the ghost defends itself from hostile creatures but doesn't move or take other actions.You are immune to the ghost's horrifying visage but can willingly become the target of the ghost's posession. You can end this possession as a bonus action.

310

Encode Thoughts

GGR

Cantrip

Action

8 hours

Enchantment

Self

Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)

311

Encrypt / Decrypt

DMS

Cantrip

Action

Instantaneous

Divination

Touch

By touching a page of written information, you can encode its contents. All creatures that try to read the information when its contents are encoded see the markings on the page as nothing but gibberish. The effect ends when either this very spell or dispel magic is cast on the encoded writing, which turns it back into its normal state.

312

Endow Attribute

DMS

4th

Action

Concentration, up to 1 hour

Transmutation

Touch

You touch a creature with a ring that has been etched with symbols representing a particular ability (Strength, Dexterity, and so forth). The creature must make a successful Constitution saving throw or lose one-fifth (rounded down) of its points from that ability score.Those points are absorbed into the ring and stored there for the spell's duration. If you then use an action to touch the ring to another creature on a later turn, the absorbed ability score points transfer to that creature. Once the points are transferred to another creature, you don't need to maintain concentration on the spell; the recipient creature retains the transferred ability score points for the remainder of the hour.The spell ends if you lose concentration before the transfer takes place, if either the target or the recipient dies, or if either the target or the recipient is affected by a successful dispel magic spell. When the spell ends, the ability score points return to the original owner. Before then, that creature can't regain the stolen attribute points, even with greater restoration or comparable magic.

313

Enemies Abound

XGE

3rd

Action

Concentration, up to 1 minute

Enchantment

120 feet

You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it's using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

314

Energy Foreknowledge

DMS

4th

Reaction

Instantaneous

Divination

Self

When you cast this spell, you gain resistance to every type of energy listed above that is dealt by the spell hitting you. This resistance lasts until the end of your next turn.

315

Enhance Ability

PHB

2nd

Action

Concentration, up to 1 hour

Transmutation

Touch

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. Eagle's Splendor. The target has advantage on Charisma checks. Fox's Cunning. The target has advantage on Intelligence checks. Owl's Wisdom. The target has advantage on Wisdom checks.

316

Enhance Familiar

DMS

2nd

Action

Concentration, up to 1 hour

Transmutation (ritual)

30 feet

You temporarily imbue your familiar with power, making it larger, tougher, and more vicious. While the spell lasts, your familiar has all the statistics of the giant version of its type, except for the fish (quipper), which has the statistics of a reef shark. Your familiar retains all its special abilities as described in the find familiar spell.If your familiar drops to 0 hit points and disappears, or you dismiss your familiar, the spell ends, and your familiar is returned to its normal form when you next summon it.

317

Enhance Greed

DM:DM

2nd

Action

Concentration, up to 10 minutes

Divination

Self

You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot.Enhance greed penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.

318

Enhance Greed

DMS

2nd

Action

Concentration, up to 10 minutes

Divination (Dragon)

Self

You detect precious metals, gems, and jewelry within 60 feet. You do not discern their exact location, only their presence and direction. Their exact location is revealed if you are within 10 feet of the spot.This spell penetrates barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of dirt or wood.

319

Enlarge/Reduce

PHB

2nd

Action

Concentration, up to 1 minute

Transmutation

30 feet

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category—from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage. Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category—from Medium to Small, for example. Until the spell ends, the target also has 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 with them deal 1d4 less damage (this can't reduce the damage below 1).

320

Ensnaring Strike

PHB

1st

Bonus

Concentration, up to 1 minute

Conjuration

Self

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

321

Entangle

PHB

1st

Action

Concentration, up to 1 minute

Conjuration

90 feet

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.When the spell ends, the conjured plants wilt away.

322

Enthrall

PHB

2nd

Action

1 minute

Enchantment

60 feet

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. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you. The spell ends if you are incapacitated or can no longer speak.

323

Entomb in Ice

DMS

2nd

Action

Concentration, up to 1 minute

Evocation (Winter)

60 feet

You trap a creature in a thick coating of ice. The target must succeed on a Dexterity saving throw or be restrained for the duration. At the beginning of each of the trapped creature's turn, it takes 2d4 cold damage. On its turn, an entombed creature (or an ally) can take an action to make a Strength check against your spell save DC. On a success, the entombed creature is freed. The icy tomb is also susceptible to damage and vulnerable to fire. Damage equal to your spell save DC will destroy the tomb and free the target.

324

Entropic Damage Field

DMS

3rd

Action

Concentration, up to 1 minute

Transmutation (Chaos)

60 feet

By twisting a length of silver wire around your finger, you tie your fate to those around you. When you take damage, that damage is divided equally between you and all creatures in range who get a failure on a Charisma saving throw. Any leftover damage that can't be divided equally is taken by you. Creatures that approach to within 60 feet of you after the spell was cast are also affected. A creature is allowed a new saving throw against this spell each time you take damage, and a successful save ends the spell's effect on that creature.

325

Enumerate

DMS

Cantrip

Action

Instantaneous

Divination

30 feet

You are able to divine the exact amount of a number of like objects in a 10-foot-cube centered on a point within range. You can be general ("How many coins in this chest?") or specific ("How many silver coins in this chest?") but can receive only one number as a response from the casting of this spell. If, for example, you want to know the number of coins of each denomination in a chest, you must cast the spell anew for each type of coin to be counted (copper, silver, gold, and so forth).

326

Erupting Earth

XGE

3rd

Action

Instantaneous

Transmutation

120 feet

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

327

Evard's Black Tentacles

PHB

4th

Action

Concentration, up to 1 minute

Conjuration

90 feet

Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage.A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself.

328

Evercold

DMS

4th

Action

Until dispelled

Necromancy (Winter)

30 feet

You target a creature within the spell's range, and that creature must make a successful Wisdom saving throw or take 1d6 cold damage. In addition, the target is cursed to feel as if it's exposed to extreme cold. For the duration of this spell, the target must make a successful DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. The target has advantage on the hourly saving throws if wearing suitable cold-weather clothing, but it has disadvantage on saving throws against other spells and magic that deal cold damage (regardless of its clothing) for the spell's duration.The spell can be ended by its caster or by dispel magic or remove curse.

329

Exceptional Wit

DMS

Cantrip

Action

Concentration, up to 1 minute

Transmutation

Touch

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Intelligence check of its choice. It can roll the die before or after making the check. The spell then ends.

330

Expeditious Retreat

PHB

1st

Bonus

Concentration, up to 10 minutes

Transmutation

Self

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

331

Extract Essence

DMS

1st

10 Min.

Permanent

Transmutation (Elven) (ritual)

30 feet

You extract the goodness from food, pulling all the nutritional value out of three days' worth of meals and concentrating it into a tablespoon of bland, flour-like powder. The flour can be mixed with liquid and drunk or baked into bread. When consumed, it still imparts all the nutritional value of the original food.The original food appears unchanged, and though it's still filling, it has no nutritional value.Ritual Focus. If you expend your ritual focus, you can choose to have each day's worth of meals take the form of a single slice of bread.

332

Exude Acid

DMS

2nd

Action

Concentration, up to 10 minutes

Transmutation

Self

You cause your body to produce a caustic acid. You and anything you were holding or carrying when the spell is cast is immune to the acid. While the spell is active, you can make a melee attack roll against a target, dealing 4d4 acid damage on a hit. If you are grappling a creature, it takes the acid damage every round on your turn, as if you had made a successful attack. If you are grappled by a creature, or restrained or immobilized by physical means (ropes, chains, or similar restraints), the creature or the restraints takes the acid damage each round.

333

Fabricate

PHB

4th

10 Min.

Instantaneous

Transmutation

120 feet

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

334

Faerie Fire

PHB

1st

Action

Concentration, up to 1 minute

Evocation

60 feet

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

335

False Life

PHB

1st

Action

1 hour

Necromancy

Self

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

336

Fast Friends

AI

3rd

Action

Concentration, up to 1 hour

Enchantment

30 feet

When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.When the spell ends, the creature knows it was charmed by you.

337

Fear

PHB

3rd

Action

Concentration, up to 1 minute

Illusion

Self (30-foot cone)

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

338

Feather Fall

PHB

1st

Reaction

1 minute

Transmutation

60 feet

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

339

Feather Field

DMS

1st

Reaction

1 round

Abjuration

Self

A magical barrier of chaff in the form of feathers appears and protects you. Until the start of your next turn, you have a +5 bonus to AC against ranged attacks by magic weapons.

340

Feather Travel

DMS

2nd

Action

Concentration, up to 1 hour

Transmutation

Touch

The target of this spell (along with its clothing and other gear) transforms into a feather and drifts on the wind. The drifting creature has a limited ability to control its travel. It can move only in the direction the wind is blowing and at the speed of the wind. It can, however, shift up, down, or sideways 5 feet per round as if caught by a gust, allowing the creature to aim for an open window or doorway, to avoid a flame, or to steer around an animal or another creature. When the spell ends, the feather settles gently to the ground and transforms back into the original creature.

341

Feign Death

PHB

3rd

Action

1 hour

Necromancy (ritual)

Touch

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.For the spell's duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target's status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, the disease and poison have no effect until the spell ends.

342

Fey Glamer

DMS

1st

Action

Concentration, up to 10 minutes

Illusion

Touch

You lay a glamer upon a touched creature that makes it more interesting, attractive, and compelling. For the duration of the spell, the target has advantage on all Charisma checks.

343

Find Familiar

PHB

1st

1 Hr.

Instantaneous

Conjuration (ritual)

10 feet

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.Additional animal form choices may be available at the DM's discretion.Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

344

Find Greater Steed

XGE

4th

10 Min.

Instantaneous

Conjuration

30 feet

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.Dragonnel Steeds FTD p190[–]With the DM's permission, a paladin can summon a spirit in the form of a dragonnel using the find greater steed spell, which appears in Xanathar's Guide to Everything.

345

Find Kin

DMS

1st

Action

Instantaneous

Divination (ritual)

Touch

You touch one willing creature or make a melee spell attack against an unwilling creature, which is entitled to a Wisdom saving throw. On a failed save, or automatically if the target is willing, you learn the identity, appearance, and location of one randomly selected living relative of the target.

346

Find Steed

PHB

2nd

10 Min.

Instantaneous

Conjuration

30 feet

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.While your steed is within 1 mile of you, you can communicate with each other telepathically.You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

347

Find Traps

PHB

2nd

Action

Instantaneous

Divination

120 feet

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

348

Find the Flaw

DM:CM

1st

Action

Instantaneous

Clockwork (Divination)

Touch

You touch one creature. The next attack roll that creature makes against a clockwork or metal construct, or any machine, is a critical hit.

349

Fire Bolt

PHB

Cantrip

Action

Instantaneous

Evocation

120 feet

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

350

Fire Darts

DMS

2nd

Action

Instantaneous

Evocation

20 feet

When this spell is cast on any fire that's at least as large as a small campfire or cooking fire, three darts of flame shoot out from the fire toward creatures within 30 feet of the fire. Darts can be directed against the same or separate targets as the caster chooses. Each dart deals 4d6 fire damage, or half as much damage if its target makes a successful Dexterity saving throw.

351

Fire Shield

PHB

4th

Action

10 minutes

Evocation

Self

Thin and 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 can end the spell early by using an action to dismiss it.The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

352

Fire Under the Tongue

DMS

1st

Action

24 hours

Transmutation

5 feet

You can ingest a nonmagical fire up to the size of a normal campfire that is within range. The fire is stored harmlessly in your mouth and dissipates without effect if it is not used before the spell ends. You can spit out the stored fire as an action. If you try to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames deal 2d6 fire damage, while torch-sized flames deal 1d6 fire damage. Once you have spit it out, the fire goes out immediately unless it hits flammable material that can keep it fed.

353

Fireball

PHB

3rd

Action

Instantaneous

Evocation

150 feet

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

354

Fist of Iron

DM:CM

Cantrip

Action

Concentration, up to 1 minute

Clockwork (Transmutation)

Self

You transform your naked hand to iron. Your unarmed attacks do 1d6 points of damage and are considered magical.

355

Fist of Iron

DMS

Cantrip

Action

Concentration, up to 1 minute

Transmutation (Clockwork)

Self

You transform your naked hand into iron. Your unarmed attacks deal 1d6 bludgeoning damage and are considered magical.

356

Flame Arrows

XGE

3rd

Action

Concentration, up to 1 hour

Transmutation

Touch

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

357

Flame Blade

PHB

2nd

Bonus

Concentration, up to 10 minutes

Evocation

Self

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

358

Flame Wave

DM14

4th

Action

Instantaneous

Evocation

Self (40-foot cone)

A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 fire damage and is pushed 20 feet away from you, or takes half as much damage and isn't pushed on a successful one.

359

Flame Wave

DMS

4th

Action

Instantaneous

Evocation

Self (40-foot cone)

A rushing burst of fire rips out from you in a rolling wave, filling a 40-foot cone. Each creature in the area must make a Dexterity saving throw. A creature takes 6d8 fire damage and is pushed 20 feet away from you on a failed save; on a successful save, the creature takes half as much damage and isn't pushed.

360

Flaming Sphere

PHB

2nd

Action

Concentration, up to 1 minute

Conjuration

60 feet

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

361

Flesh to Paper

DMS

3rd

Action

Concentration, up to 1 hour

Transmutation

Touch

A willing creature you touch becomes as thin as a sheet of paper until the spell ends. Anything the target is wearing or carrying is also flattened. The target can't cast spells or attack, and attack rolls against it are made with disadvantage. It has advantage on Dexterity (Stealth) checks while next to a wall or similar flat surface. The target can move through a space as narrow as 1 inch without squeezing. If it occupies the same space as an object or a creature when the spell ends, the creature is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet it was moved.

362

Flickering Fate

DM:IL

4th

Action

1 round

Divination (illumination)

Touch

You or a target that you touch can see the flickering shadows of fate a few seconds into the future. When the spell is cast, all other creatures within range make Wisdom saving throws. Those that fail must declare, in initiative order, what their next actions will be. The subject of the spell declares his or her action last, after hearing what all other creatures will do. Creatures that declared an action must follow their declarations as closely as possible when their turn comes. For the duration of the spell, its recipient has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their actions have disadvantage on attacks against the target.

363

Flickering Fate

DMS

4th

Action

1 round

Divination (Temporal)

Touch

You or a creature that you touch can see a few seconds into the future. When the spell is cast, each other creature within 30 feet of the target must make a Wisdom saving throw. Those that fail must declare, in initiative order, what their next action will be. The target of the spell declares his or her action last, after hearing what all other creatures will do. Each creature that declared an action must follow its declaration as closely as possible when its turn comes. For the duration of the spell, the target has advantage on attack rolls, ability checks, and saving throws, and creatures that declared their actions have disadvantage on attack rolls against the target.

364

Fluctuating Alignment

DMS

4th

Action

Concentration, up to 10 minutes

Enchantment (Chaos)

120 feet

You channel the force of chaos to taint your target's mind. A target that gets a failure on a Wisdom saving throw must roll 1d20 and consult the Alignment Fluctuation table to find its new alignment, and it must roll again after every minute of the spell's duration. The target's alignment stops fluctuating and returns to normal when the spell ends. These changes do not make the affected creature friendly or hostile toward the caster, but they can cause creatures to behave in unpredictable ways.Alignment Fluctuationd20Alignment1-2Chaotic good3-4Chaotic neutral5-7Chaotic evil8-9Neutral evil10-11Lawful evil12-14Lawful good15-16Lawful neutral17-18Neutral good19-20Neutral

365

Flurry

DMS

1st

Bonus

1 round

Transmutation (Winter)

Self

A flurry of snow surrounds you and extends to a 5-foot radius around you. While it lasts, anyone trying to see into, out of, or through the affected area (including you) has disadvantage on Wisdom (Perception) checks and attack rolls.

366

Fly

PHB

3rd

Action

Concentration, up to 10 minutes

Transmutation

Touch

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

367

Fog Cloud

PHB

1st

Action

Concentration, up to 1 hour

Conjuration

120 feet

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

368

Fog of War

DMS

4th

Action

Concentration, up to 1 minute

Illusion

60 feet

You cloud the minds of your opponents, hindering their perception of the battlefield and veiling reality with twisted illusions. You can affect up to six creatures within range. While the spell is in effect, targeted creatures in the area have disadvantage on Wisdom (Perception) checks made to locate enemies.If a targeted creature makes an attack against a creature that has at least one other creature adjacent to it—friend or foe—the targeted creature must roll a d20. On an 11 or higher, its attack is applied to the adjacent creature instead (roll randomly to determine the new target if there is more than one adjacent creature) and deals damage as normal if it hits. At the start of their turn, a targeted creature can make a Wisdom saving throw. On a successful save, the creature is unhindered by the spell for that round.

369

Forceful Repurposing

DMS

3rd

Reaction

Instantaneous

Abjuration (Apocalypse)

60 feet

You attempt to hijack a spell being cast and redirect it to serve your purpose. If the spell is being cast with a spell slot of 3rd level or lower, you choose the target or targets for the spell instead of its caster. If the spell is being cast with a spell slot of 4th level or higher, make an ability check using your spellcasting ability against a DC of 12 + the spell's level. On a successful check, you choose the target or targets for the spell. Your targets must be valid targets for the spell based on the caster's ability and the range of the spell, but using your distinctions for friendly and hostile creatures.

370

Forest Affinity

DMS

1st

Action

Concentration, up to 1 hour

Illusion

Self

The forest floor swirls and shifts around you, welcoming you into its embrace. While in a forest, you have advantage on Dexterity (Stealth) checks to hide. While hidden in a forest, you have advantage on your initiative rolls. The spell ends if you attack or cast a spell.

371

Forest Native

DMS

1st

Action

1 hour

Transmutation

Touch

While in a forest, you touch a willing creature and infuse it with the forest's energy, creating a bond between the creature and the environment. For the duration of the spell, as long as the creature remains within the forest, its movement is not hindered by difficult terrain composed of natural vegetation. In addition, the creature has advantage on saving throws against environmental effects such as excessive heat or cold or high altitude.

372

Foretell Distraction

DMS

1st

Bonus

Instantaneous

Divination (Temporal)

Self

Thanks to your foreknowledge, you know exactly when your foe will take his or her eyes off you. Casting this spell has the same effect as making a successful Dexterity (Stealth) check, provided cover or concealment is available within 10 feet of you. It doesn't matter whether enemies can see you when you cast the spell; they glance away at just the right moment. You can move up to 10 feet as part of casting the spell, provided you're able to move (not restrained or grappled or reduced to a speed of less than 10 feet for any other reason). This move doesn't count as part of your normal movement. After the spell is cast, you must be in a position where you can remain hidden: a lightly obscured space, for example, or a space where you have total cover. Otherwise, enemies see you again immediately and you're not hidden.

373

Fortitude

DMS

Cantrip

Action

Concentration, up to 1 minute

Transmutation

Touch

You touch a willing creature. Once before the spell ends, the target can roll a d6 and add the result to one Constitution check of its choice. It can roll the die before or after making the check. The spell then ends.

374

Fortune's Favor

EGW

2nd

1 Min.

1 hour

Divination

60 feet

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

375

Frailty

DMS

Cantrip

Action

1 minute

Necromancy

30 feet

You temporarily inhibit the vital force of a creature within range. If the target makes a successful Constitution saving throw, the spell is ineffective. On a failed save, the next time the creature makes a Constitution check before the spell ends, roll a d6 and subtract the result from the roll. The spell then ends.

376

Freedom of Movement

PHB

4th

Action

1 hour

Abjuration

Touch

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

377

Freedom of the Waves

TDCSR

3rd

Action

Instantaneous

Conjuration

120 feet

You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.If you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area.

378

Freeze Blood

DMS

3rd

Action

Concentration, up to 1 minute

Transmutation (Winter)

Touch

When you cast this spell, you must make a melee spell attack against a living creature with a circulatory system. On a hit, the creature's blood freezes. For the spell's duration, the affected creature's speed is halved and it takes 2d6 cold damage at the start of each of its turns. If the creature takes bludgeoning damage from a critical hit, the attack's damage dice are rolled three times instead of twice. At the end of each of its turns, the creature can make a Constitution saving throw, ending the effect on a success.

379

Freeze Potion

DMS

1st

Reaction

Instantaneous

Transmutation (Winter)

25 feet

A blue spark flies from your hand and strikes a potion vial, drinking horn, waterskin, or similar container, instantly freezing the contents. The substance melts normally after application of heat and is not otherwise harmed, but it can't be consumed while it's frozen.

380

Freezing Fog

DMS

3rd

Action

Concentration, up to 5 minutes

Conjuration

100 feet

The spell creates a 20-foot-radius sphere of mist similar to a fog cloud spell centered on a point you can see within range. The cloud spreads around corners, and the area it occupies is heavily obscured. A wind of moderate or greater velocity (at least 10 miles per hour) disperses it in 1 round. The fog is freezing cold; any creature that ends its turn in the area must make a Constitution saving throw. It takes 2d6 cold damage and gains one level of exhaustion on a failed save, or takes half as much damage and no exhaustion on a successful one.

381

Frenzied Bolt

DMS

2nd

Action

Instantaneous

Evocation (Chaos)

120 feet

Making a ranged spell attack, you direct a bolt of rainbow colors toward a creature of your choice within range. If the bolt hits, the target takes 3d8 damage, of a type determined by rolling on the Random Damage Type table. If the d20 result of your attack roll (the "natural" roll) was odd, the bolt leaps to a new target of your choice within range that has not already been targeted by this casting of the spell, requiring a new spell attack roll to hit. The bolt continues leaping to new targets until you roll an even number on your spell attack roll, miss a target, or run out of potential targets. You and your allies are legal targets for this spell, if you are particularly lucky—or unlucky.Random Damage Typed10Damage Type1Acid2Cold3Fire4Force5Lightning6Necrotic7Poison8Psychic9Radiant10Thunder

382

Friends

PHB

Cantrip

Action

Concentration, up to 1 minute

Enchantment

Self

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

383

Frost Fingers

IDRotF

1st

Action

Instantaneous

Evocation

Self (15-foot cone)

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.The cold freezes nonmagical liquids in the area that aren't being worn or carried.

384

Frostbite

XGE

Cantrip

Action

Instantaneous

Evocation

60 feet

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

385

Frostbitten Fingers

DMS

3rd

Action

Concentration, up to 1 hour

Evocation (Winter)

30 feet

You fire a ray of intense cold that instantly induces frostbite. With a successful ranged spell attack, this spell causes one of the target's hands to lose sensation. When the spell is cast, the target must make a successful Dexterity saving throw to maintain its grip on any object with the affected hand. The saving throw must be repeated every time the target tries to manipulate, wield, or pick up an item with the affected hand. Additionally, the target has disadvantage on Dexterity checks or Strength checks that require the use of both hands.After every 10 minutes of being affected by this spell, the target must make a successful Constitution saving throw, or take 1d6 cold damage and lose one of the fingers on the affected hand, beginning with the pinkie.

386

Frozen Razors

DM14

3rd

Action

Concentration, up to 1 minute

Evocation

90 feet

Razor sharp blades of ice erupt out of the ground or another surface in a 20-foot cube, centered on a point you can see within range. For the duration, the area is lightly obscured and difficult terrain. A creature that moves more than 5 feet on a turn within the area, or into the area, must make a Dexterity saving throw. On a failed save, the creature takes 2d6 slashing damage and 3d6 cold damage, or half as much damage on a successful one. A creature that takes cold damage from this spell is reduced to half speed until the start of its next turn.

387

Frozen Razors

DMS

3rd

Action

Concentration, up to 1 minute

Evocation

90 feet

Razor-sharp blades of ice erupt from the ground or other surface, filling a 20-foot cube centered on a point you can see within range. For the duration, the area is lightly obscured and is difficult terrain. A creature that moves more than 5 feet into or inside the area on a turn takes 2d6 slashing damage and 3d6 cold damage, or half as much damage if it makes a successful Dexterity saving throw.A creature that takes cold damage from frozen razors is reduced to half speed until the start of its next turn.

388

Furious Hooves

DMS

2nd

Action

Concentration, up to 1 minute

Transmutation (Labyrinth)

Touch

You enhance the feet or hooves of a creature you touch, imbuing it with power and swiftness. The target doubles its walking speed or increases it by 30 feet, whichever addition is smaller. In addition to any attacks the creature can normally make, this spell grants two hoof attacks, each of which deals bludgeoning damage equal to 1d6 + plus the target's Strength modifier (or 1d8 if the target of the spell is Large). For the duration of the spell, the affected creature automatically deals this bludgeoning damage to the target of its successful shove attack.

389

Fusillade of Ice

DMS

4th

Action

Instantaneous

Evocation (Winter)

Self (30-foot cone)

You unleash a spray of razor-sharp ice shards. Each creature in the 30-foot cone takes 4d6 cold damage and 3d6 piercing damage, or half as much damage with a successful Dexterity saving throw.

390

Gaseous Form

PHB

3rd

Action

Concentration, up to 1 hour

Transmutation

Touch

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

391

Gear Barrage

DM:CM

3rd

Action

Instantaneous

Clockwork (Conjuration)

Self (60-foot cone)

You create a burst of magically-propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.

392

Gear Barrage

DMS

2nd

Action

Instantaneous

Conjuration (Clockwork)

Self (60-foot cone)

You create a burst of magically propelled gears. Each creature within a 60-foot cone takes 3d8 slashing damage, or half as much damage with a successful Dexterity saving throw. Constructs have disadvantage on the saving throw.

393

Gear Shield

DM:CM

1st

Action

10 minutes

Clockwork (Abjuration)

60 feet

You cause a handful of gears to orbit the target's body. These shield the spell's target from incoming attacks, granting a +2 bonus to AC and to Dexterity and Constitution saving throws for the duration, without hindering the subject's movement, vision, or outgoing attacks.

394

Gentle Repose

PHB

2nd

Action

10 days

Necromancy (ritual)

Touch

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

395

Giant Insect

PHB

4th

Action

Concentration, up to 10 minutes

Transmutation

30 feet

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. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

396

Giant's Jest

DMS

4th

Action

1 minute

Transmutation

25 feet

This spell enlarges a weapon or other object that you can see within range, temporarily making it sized for a Gargantuan creature. The object is twelve times heavier than its original weight and in most circumstances cannot be used effectively by Huge or smaller creatures. The object retains its usual qualities (including magical powers and effects) and returns to normal size when the spell ends.

397

Gift of Alacrity

EGW

1st

1 Min.

8 hours

Divination

Touch

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

398

Gift of Azathoth

DM:MM

2nd

Action

24 hours

Enchantment (void magic)

Touch

A willing creature you touch is imbued with the persistence of ultimate Chaos. Until the spell ends, the target has advantage on the first three death saving throws it attempts.

399

Gift of Gab

AI

2nd

Reaction

Instantaneous

Enchantment

Self

“When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that.”— MôrgænJim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened.When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

400

Gift of Luck

DMS

2nd

Action

24 hours

Divination

Touch

You grant a touched creature a limited gift of luck. While the spell lasts, the target can gain advantage on any three rolls of its choice. Once three rolls have been affected, the spell ends.

401

Gift of Resilience

DMS

2nd

Action

24 hours

Enchantment

Touch

A willing creature you touch has advantage on the first three death saving throws it attempts before the duration of the spell expires.

402

Gird the Spirit

DMS

1st

Reaction

1 minute

Abjuration

30 feet

Your magic protects the target creature from the life-sapping energies of the undead. For the duration, the target has immunity to effects from undead creatures that reduce its ability scores, such as a shadow's Strength Drain, or its hit point maximum, such as a specter's Life Drain. This spell doesn't prevent damage from those attacks; it prevents only the reduction in ability score or hit point maximum.

403

Glamer of Mundanity

DMS

1st

Action

Concentration, up to 10 minutes

Illusion

Touch

You lay a glamer upon a touched creature that makes it easily overlooked and forgettable. For the duration of the spell, any Wisdom (Perception) checks to notice the target, or any ability checks made to recall details about the target or any interactions with it, are made with disadvantage. The target gains advantage on Dexterity (Stealth) checks, but has disadvantage on any Charisma checks made while under the glamer.

404

Gliding Step

DMS

1st

Action

10 minutes

Abjuration

Self

Provided you're not carrying more of a load than your carrying capacity permits, you can walk on the surface of snow rather than wading through it, and you ignore its effect on movement. Ice supports your weight no matter how thin it is, and you can travel on ice as if you were wearing ice skates. You still leave tracks normally while under these effects.

405

Glimpse the End

DMS

3rd

Action

Instantaneous

Divination (Apocalypse)

Touch

You examine the life force in a creature you touch and sense when it will expire. You and the creature share a vision of the most likely way in which the creature will die. You both sense approximately how far into the future the event occurs. The vision is not a prophecy or a definite fate; life can take unexpected twists and turns. It is, however, the most likely outcome at the current time unless the creature alters the course of its life. The vision can seem to last as little as a few moments or as long as 30 minutes to you and the spell's target, but in the objective world, the knowledge is received instantaneously.

406

Gloomwrought Barrier

DMS

3rd

Action

Concentration, up to 1 minute

Conjuration

100 feet

When you cast this spell, you erect a barrier of energy drawn from the realm of death and shadow. This barrier is a wall 20 feet high and 60 feet long, or a ring 20 feet high and 20 feet in diameter. The wall is transparent when viewed from one side of your choice and translucent—lightly obscuring the area beyond it—from the other. A creature that tries to move through the wall must make a successful Wisdom saving throw or stop in front of the wall and become frightened until the start of the creature's next turn, when it can try again to move through. Once a creature makes a successful saving throw against the wall, it is immune to the effect of this barrier.

407

Gluey Globule

DMS

3rd

Action

1 minute or 1 hour (see below)

Conjuration (Alkemancy)

120 feet

You make a ranged spell attack to hurl a large globule of sticky, magical glue at a creature within 120 feet. If the attack hits, the target creature is restrained. A restrained creature can break free by using an action to make a successful Strength saving throw. When the creature breaks free, it takes 2d6 slashing damage from the glue tearing its skin. If your ranged spell attack roll was a critical hit or exceeded the target's AC by 5 or more, the Strength saving throw is made with disadvantage. The target can also be freed by an application of universal solvent or by taking 20 acid damage. The glue dissolves when the creature breaks free or at the end of 1 minute.Alternatively, this spell can also be used to glue an object to a solid surface or to another object. In this case, the spell works like a single application of sovereign glue and lasts for 1 hour.

408

Glyph of Shifting

DMS

2nd

10 Min.

24 hours

Conjuration

Touch

You create a hidden glyph by tracing it on a surface or object that you touch. When you cast the spell, you can also choose a location that's known to you, within 5 miles, and on the same plane of existence, to serve as the destination for the glyph's shifting effect.The glyph is triggered when it's touched by a creature that's not aware of its presence. The triggering creature must make a successful Wisdom saving throw or be teleported to the glyph's destination. If no destination was set, the creature takes 4d4 force damage and is knocked prone.The glyph disappears after being triggered or when the spell's duration expires.

409

Glyph of Warding

PHB

3rd

1 Hr.

Until dispelled or triggered

Abjuration

Touch

When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.When you inscribe the glyph, choose explosive runes or a spell glyph. Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

410

Goat's Hoof Charm

DMS

1st

Action

1 minute

Transmutation

Touch

A creature you touch traverses craggy slopes with the surefootedness of a mountain goat. When ascending a slope that would normally be difficult terrain for it, the target can move at its full speed instead. The target also gains a +2 bonus on Dexterity checks and saving throws to prevent falling, to catch a ledge or otherwise stop a fall, or to move along a narrow ledge.

411

Going in Circles

DMS

3rd

10 Min.

24 hours

Illusion

Sight

You make natural terrain in a 1-mile cube difficult to traverse. A creature in the affected area has disadvantage on Wisdom (Survival) checks to follow tracks or travel safely through the area, as paths through the terrain seem to twist and turn nonsensically. The terrain itself isn't changed, only the perception of those inside it. A creature that succeeds on two Wisdom (Survival) checks while in the terrain discerns the illusion for what it is and sees the illusory twists and turns superimposed on the terrain. A creature that reenters the area after exiting it before the spell ends is affected by the spell even if it previously succeeded in traversing the terrain. A creature with truesight can see through the illusion and is unaffected by the spell. A creature that casts find the path automatically succeeds in discovering a way out of the terrain.When you cast this spell, you can designate a password. A creature that speaks the word as it enters the area automatically sees the illusion and is unaffected by the spell. If you cast this spell on the same spot every day for one year, the illusion lasts until it is dispelled.

412

Goodberry

PHB

1st

Action

Instantaneous

Transmutation

Touch

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

413

Gordolay's Pleasant Aroma

DMS

1st

Action

Concentration, up to 1 minute

Transmutation

120 feet

You create an intoxicating aroma that fills the area within 30 feet of a point you can see within range. Creatures in this area smell something they find so pleasing that it's distracting. Each creature in the area that makes an attack roll must first make a Wisdom saving throw; on a failed save, the attack is made with disadvantage. Only a creature's first attack in a round is affected this way; subsequent attacks are resolved normally. On a successful save, a creature becomes immune to the effect of this particular scent, but they can be affected again by a new casting of the spell.

414

Grain of Truth

DMS

2nd

Action

Instantaneous

Divination (ritual)

Self

You gain a bit of supernatural insight or advice. The first Intelligence or Charisma ability check you make within 1 minute is made with advantage, and you can include twice your proficiency bonus. At the GM's discretion, this spell can instead provide a piece of general advice equivalent to the benefit of an augury spell.

415

Grasping Vine

PHB

4th

Bonus

Concentration, up to 1 minute

Conjuration

30 feet

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

416

Grave Sense

DMS

2nd

Action

Concentration, up to 1 hour

Divination (Apocalypse)

Touch

You touch a willing undead creature or one that's under your control. For the duration of the spell, you can use an action to see what the undead creature sees (including through darkvision, blindsight, tremorsense, or truesight), and to hear what it hears, until the start of your next turn. You use your own ability scores and skill proficiencies to spot things and to interpret the sensations you're receiving.

417

Gravity Sinkhole

EGW

4th

Action

Instantaneous

Evocation

120 feet

A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 5d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

418

Grease

PHB

1st

Action

1 minute

Conjuration

60 feet

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

419

Greater Analyze Device

DMS

2nd

1 Hr.

Instantaneous

Divination (Clockwork)

Touch

You discover all mechanical properties, mechanisms, and functions of a single construct, clockwork device, mechanical trap, or magic item, including how to activate or deactivate those functions, if appropriate.

420

Greater Invisibility

PHB

4th

Action

Concentration, up to 1 minute

Illusion

Touch

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

421

Green Decay

DMS

4th

Action

Concentration, up to 1 hour

Necromancy (Mythos) (ritual)

Touch

Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease green decay (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become poisoned until the end of their next turn. You lose concentration on this spell if you can't see the target at the end of your turn. Green Decay. The flesh of a creature that has this disease is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it has vulnerability to acid, fire, and necrotic damage. An affected creature must make a Constitution saving throw at the end of each of its turns. On a failed save, the creature takes 1d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If the creature gets three successes on these saving throws before it gets three failures, the disease ends immediately (but the damage and the hit point maximum reduction remain in effect). If the creature gets three failures on these saving throws before it gets three successes, the disease lasts for the duration of the spell, and no further saving throws are allowed.

422

Green Decay

DM:MM

4th

Action

Concentration, up to 1 hour

Necromancy (void magic) (ritual)

Touch

Your touch inflicts a nauseating, alien rot. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with the supernatural disease green decay (see below), and creatures within 15 feet of the target who can see it must make a successful Constitution saving throw or become poisoned until the end of their next turn.You lose concentration on this spell if you can't see the target at the end of your turn. Green Decay. The creature's flesh is slowly consumed by a virulent extraterrestrial fungus. While the disease persists, the creature has disadvantage on Charisma and Wisdom checks and on Wisdom saving throws, and it is vulnerable to acid, fire, and necrotic damage. The affected creature must make a Constitution saving throw at the end of each of its turns. If the saving throw fails, the creature takes 1d6 necrotic damage and its hit point maximum is reduced by an amount equal to the damage taken. If the creature succeeds at three of these saving throws before it fails at three of them, the disease ends immediately (but damage and maximum hit point reductions remain in effect). If the creature fails at three of these saving throws before succeeding at three of them, the disease lasts for the duration of the spell with no further saving throws against it needed or allowed.

423

Green Mantle

DMS

1st

Action

1 hour

Transmutation

Touch

You take on the physical characteristics of the terrain around you. In a forest, grass and tiny mushrooms sprout in your hair, moss beards your chin, and your flesh takes on the mottled hue of leaf green and bark brown. In an arctic grassland, gray lichens and the various shades of boreal grasses cloak your presence. This effect provides a +2 bonus to Stealth checks in the appropriate terrain.

424

Green-Flame Blade

TCE

Cantrip

Action

Instantaneous

Evocation

Self (5-foot radius)

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

425

Gremlins

DM:CM

4th

Action

Concentration, up to 1 minute

Clockwork (Conjuration)

60 feet

You target a construct and summon a plague of invisible spirits to harass it. The target resists the spell and negates its effect with a successful Wisdom saving throw. While the spell remains in effect, the construct has disadvantage on attack rolls, ability checks, and saving throws, and it takes 3d8 force damage at the start of each of its turns as it is magically disassembled by the spirits.

426

Grim Siphon

DMS

1st

Action

Instantaneous

Necromancy (Apocalypse)

30 feet

You twist the forces of entropy around two creatures, bringing distress to one while staving off the demise of the other. A creature you can see within range must make a successful Constitution saving throw or take poison damage equal to 1d4 + your spellcasting ability modifier. Another creature you choose that is within 5 feet of the target regains hit points equal to half the amount of poison damage dealt.