DRAGON ADVENTURES

D20 RPG BETA

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The
SRD 5.1 is licensed under the Creative Commons Attribution

THE QUEST FOR THE GOLDEN ARROWS

Spells

Spellcasting


Magic  permeates  fantasy  gaming  worlds  and  often
appears  in  the  form  of  a  spell.
 This  section  provides  the  rules  for  casting  spells.
Different  character  classes  have  distinctive  ways  of
learning  and  preparing  their  spells,  and  monsters
use  spells  in  unique  ways.  Regardless  of  its  source,  a
spell  follows  the  rules  here.
What Is a Spell?
A  spell  is  a  discrete  magical  effect,  a  single  shaping  of
the  magical  energies  that  suffuse  the  multiverse  into
a  specific,  limited  expression.  In  casting  a  spell,  a
character  carefully  plucks  at  the  invisible  strands  of
raw  magic  suffusing  the  world,  pins  them  in  place  in
a  particular  pattern,  sets  them  vibrating  in  a  specific
way,  and  then  releases  them  to  unleash  the  desired
effect—in  most  cases,  all  in  the  span  of  seconds.
 Spells  can  be  versatile  tools,  weapons,  or
protective  wards.  They  can  deal  damage  or  undo  it,
impose  or  remove  conditions  (see  appendix  PH-­‐‑A),
drain  life  energy  away,  and  restore  life  to  the  dead.
 Uncounted  thousands  of  spells  have  been  created
over  the  course  of  the  multiverse’s  history,  and
many  of  them  are  long  forgotten.  Some  might  yet  lie
recorded  in  crumbling  spellbooks  hidden  in  ancient
ruins  or  trapped  in  the  minds  of  dead  gods.  Or  they
might  someday  be  reinvented  by  a  character  who
has  amassed  enough  power  and  wisdom  to  do  so.
Spell Level
Every  spell  has  a  level  from  0  to  9.  A  spell’s  level  is  a
general  indicator  of  how  powerful  it  is,  with  the
lowly  (but  still  impressive)  magic  missile  at  1st  level
and  the  earth-­‐‑shaking  wish  at  9th.  Cantrips—simple
but  powerful  spells  that  characters  can  cast  almost
by  rote—are  level  0.  The  higher  a  spell’s  level,  the
higher  level  a  spellcaster  must  be  to  use  that  spell.
 Spell  level  and  character  level  don’t  correspond
directly.  Typically,  a  character  has  to  be  at  least  17th
level,  not  9th  level,  to  cast  a  9th-­‐‑level  spell.
Known and Prepared Spells
Before  a  spellcaster  can  use  a  spell,  he  or  she  must
have  the  spell  firmly  fixed  in  mind,  or  must  have
access  to  the  spell  in  a  magic  item.  Members  of  a  few
classes,  including  bards  and  sorcerers,  have  a  limited
list  of  spells  they  know  that  are  always  fixed  in  mind.
The  same  thing  is  true  of  many  magic-­‐‑using
monsters.  Other  spellcasters,  such  as  clerics  and
wizards,  undergo  a  process  of  preparing  spells.  This
process  varies  for  different  classes,  as  detailed  in
their  descriptions.
 In  every  case,  the  number  of  spells  a  caster  can
have  fixed  in  mind  at  any  given  time  depends  on  the
character’s  level.
Spell Slots
Regardless  of  how  many  spells  a  caster  knows  or
prepares,  he  or  she  can  cast  only  a  limited  number  of
spells  before  resting.  Manipulating  the  fabric  of
magic  and  channeling  its  energy  into  even  a  simple
spell  is  physically  and  mentally  taxing,  and  higher-­‐‑
level  spells  are  even  more  so.  Thus,  each  spellcasting
class’s  description  (except  that  of  the  warlock)
includes  a  table  showing  how  many  spell  slots  of
each  spell  level  a  character  can  use  at  each  character
level.  For  example,  the  3rd-­‐‑level  wizard  Umara  has
four  1st-­‐‑level  spell  slots  and  two  2nd-­‐‑level  slots.
 When  a  character  casts  a  spell,  he  or  she  expends  a
slot  of  that  spell’s  level  or  higher,  effectively  “filling”
a  slot  with  the  spell.  You  can  think  of  a  spell  slot  as  a
groove  of  a  certain  size—small  for  a  1st-­‐‑level  slot,
larger  for  a  spell  of  higher  level.  A  1st-­‐‑level  spell  fits
into  a  slot  of  any  size,  but  a  9th-­‐‑level  spell  fits  only  in
a  9th-­‐‑level  slot.  So  when  Umara  casts  magic  missile,  a
1st-­‐‑level  spell,  she  spends  one  of  her  four  1st-­‐‑level
slots  and  has  three  remaining.  
 Finishing  a  long  rest  restores  any  expended  spell
slots.
 Some  characters  and  monsters  have  special
abilities  that  let  them  cast  spells  without  using  spell
slots.  For  example,  a  monk  who  follows  the  Way  of
the  Four  Elements,  a  warlock  who  chooses  certain
eldritch  invocations,  and  a  pit  fiend  from  the  Nine
Hells  can  all  cast  spells  in  such  a  way.  
Casting a Spell at a Higher Level
When  a  spellcaster  casts  a  spell  using  a  slot  that  is  of
a  higher  level  than  the  spell,  the  spell  assumes  the
higher  level  for  that  casting.  For  instance,  if  Umara
casts  magic  missile  using  one  of  her  2nd-­‐‑level  slots,
that  magic  missile  is  2nd  level.  Effectively,  the  spell
expands  to  fill  the  slot  it  is  put  into.
 Some  spells,  such  as  magic  missile  and  cure
wounds,  have  more  powerful  effects  when  cast  at  a
higher  level,  as  detailed  in  a  spell’s  description.
Casting in Armor
Because  of  the  mental  focus  and  precise  gestures  required
for  spellcasting,  you  must  be  proficient  with  the  armor  you
are  wearing  to  cast  a  spell.  You  are  otherwise  too  distracted
and  physically  hampered  by  your  armor  for  spellcasting.
System  Reference  Document  5.1   101
Cantrips
A  cantrip  is  a  spell  that  can  be  cast  at  will,  without
using  a  spell  slot  and  without  being  prepared  in
advance.  Repeated  practice  has  fixed  the  spell  in  the
caster’s  mind  and  infused  the  caster  with  the  magic
needed  to  produce  the  effect  over  and  over.  A
cantrip’s  spell  level  is  0.
Rituals
Certain  spells  have  a  special  tag:  ritual.  Such  a  spell
can  be  cast  following  the  normal  rules  for
spellcasting,  or  the  spell  can  be  cast  as  a  ritual.  The
ritual  version  of  a  spell  takes  10  minutes  longer  to
cast  than  normal.  It  also  doesn’t  expend  a  spell  slot,
which  means  the  ritual  version  of  a  spell  can’t  be
cast  at  a  higher  level.
 To  cast  a  spell  as  a  ritual,  a  spellcaster  must  have  a
feature  that  grants  the  ability  to  do  so.  The  cleric  and
the  druid,  for  example,  have  such  a  feature.  The
caster  must  also  have  the  spell  prepared  or  on  his  or
her  list  of  spells  known,  unless  the  character’s  ritual
feature  specifies  otherwise,  as  the  wizard’s  does.
Casting a Spell
When  a  character  casts  any  spell,  the  same  basic
rules  are  followed,  regardless  of  the  character’s  class
or  the  spell’s  effects.
 Each  spell  description  begins  with  a  block  of
information,  including  the  spell’s  name,  level,  school
of  magic,  casting  time,  range,  components,  and
duration.  The  rest  of  a  spell  entry  describes  the
spell’s  effect.
Casting Time
Most  spells  require  a  single  action  to  cast,  but  some
spells  require  a  bonus  action,  a  reaction,  or  much
more  time  to  cast.
Bonus Action
A  spell  cast  with  a  bonus  action  is  especially  swift.
You  must  use  a  bonus  action  on  your  turn  to  cast  the
spell,  provided  that  you  haven’t  already  taken  a
bonus  action  this  turn.  You  can’t  cast  another  spell
during  the  same  turn,  except  for  a  cantrip  with  a
casting  time  of  1  action.
Reactions
Some  spells  can  be  cast  as  reactions.  These  spells
take  a  fraction  of  a  second  to  bring  about  and  are
cast  in  response  to  some  event.  If  a  spell  can  be  cast
as  a  reaction,  the  spell  description  tells  you  exactly
when  you  can  do  so.
Longer Casting Times
Certain  spells  (including  spells  cast  as  rituals)
require  more  time  to  cast:  minutes  or  even  hours.
When  you  cast  a  spell  with  a  casting  time  longer
than  a  single  action  or  reaction,  you  must  spend  your
action  each  turn  casting  the  spell,  and  you  must
maintain  your  concentration  while  you  do  so  (see
“Concentration”  below).  If  your  concentration  is
broken,  the  spell  fails,  but  you  don’t  expend  a  spell
slot.  If  you  want  to  try  casting  the  spell  again,  you
must  start  over.
Range
The  target  of  a  spell  must  be  within  the  spell’s  range.
For  a  spell  like  magic  missile,  the  target  is  a  creature.
For  a  spell  like  fireball,  the  target  is  the  point  in
space  where  the  ball  of  fire  erupts.
 Most  spells  have  ranges  expressed  in  feet.  Some
spells  can  target  only  a  creature  (including  you)  that
you  touch.  Other  spells,  such  as  the  shield  spell,  affect
only  you.  These  spells  have  a  range  of  self.
 Spells  that  create  cones  or  lines  of  effect  that
originate  from  you  also  have  a  range  of  self,
indicating  that  the  origin  point  of  the  spell’s  effect
must  be  you  (see  “Areas  of  Effect”).
 Once  a  spell  is  cast,  its  effects  aren’t  limited  by  its
range,  unless  the  spell’s  description  says  otherwise.
Components
A  spell’s  components  are  the  physical  requirements
you  must  meet  in  order  to  cast  it.  Each  spell’s
description  indicates  whether  it  requires  verbal  (V),
somatic  (S),  or  material  (M)  components.  If  you  can’t
provide  one  or  more  of  a  spell’s  components,  you  are
unable  to  cast  the  spell.
Verbal (V)
Most  spells  require  the  chanting  of  mystic  words.
The  words  themselves  aren’t  the  source  of  the  spell’s
power;  rather,  the  particular  combination  of  sounds,
with  specific  pitch  and  resonance,  sets  the  threads  of
magic  in  motion.  Thus,  a  character  who  is  gagged  or
in  an  area  of  silence,  such  as  one  created  by  the
silence  spell,  can’t  cast  a  spell  with  a  verbal
component.
Somatic (S)
Spellcasting  gestures  might  include  a  forceful
gesticulation  or  an  intricate  set  of  gestures.  If  a  spell
System  Reference  Document  5.1   102
requires  a  somatic  component,  the  caster  must  have
free  use  of  at  least  one  hand  to  perform  these  gestures.
Material (M)
Casting  some  spells  requires  particular  objects,
specified  in  parentheses  in  the  component  entry.  A
character  can  use  a  component  pouch  or  a
spellcasting  focus  (found  in  “Equipment”)  in  place
of  the  components  specified  for  a  spell.  But  if  a  cost
is  indicated  for  a  component,  a  character  must  have
that  specific  component  before  he  or  she  can  cast  the
spell.
 If  a  spell  states  that  a  material  component  is
consumed  by  the  spell,  the  caster  must  provide  this
component  for  each  casting  of  the  spell.
 A  spellcaster  must  have  a  hand  free  to  access  a
spell’s  material  components—or  to  hold  a
spellcasting  focus—but  it  can  be  the  same  hand  that
he  or  she  uses  to  perform  somatic  components.
Duration
A  spell’s  duration  is  the  length  of  time  the  spell
persists.  A  duration  can  be  expressed  in  rounds,
minutes,  hours,  or  even  years.  Some  spells  specify
that  their  effects  last  until  the  spells  are  dispelled  or
destroyed.
Instantaneous
Many  spells  are  instantaneous.  The  spell  harms,
heals,  creates,  or  alters  a  creature  or  an  object  in  a
way  that  can’t  be  dispelled,  because  its  magic  exists
only  for  an  instant.
Concentration
Some  spells  require  you  to  maintain  concentration  in
order  to  keep  their  magic  active.  If  you  lose
concentration,  such  a  spell  ends.
 If  a  spell  must  be  maintained  with  concentration,
that  fact  appears  in  its  Duration  entry,  and  the  spell
specifies  how  long  you  can  concentrate  on  it.  You
can  end  concentration  at  any  time  (no  action
required).
 Normal  activity,  such  as  moving  and  attacking,
doesn’t  interfere  with  concentration.  The  following
factors  can  break  concentration:
• Casting  another  spell  that  requires
concentration.  You  lose  concentration  on  a  spell
if  you  cast  another  spell  that  requires
concentration.  You  can’t  concentrate  on  two  spells
at  once.
• Taking  damage.  Whenever  you  take  damage
while  you  are  concentrating  on  a  spell,  you  must
make  a  Constitution  saving  throw  to  maintain
your  concentration.  The  DC  equals  10  or  half  the
damage  you  take,  whichever  number  is  higher.  If
you  take  damage  from  multiple  sources,  such  as  an
arrow  and  a  dragon’s  breath,  you  make  a  separate
saving  throw  for  each  source  of  damage.
• Being  incapacitated  or  killed.  You  lose
concentration  on  a  spell  if  you  are  incapacitated  or
if  you  die.
The  GM  might  also  decide  that  certain
environmental  phenomena,  such  as  a  wave  crashing
over  you  while  you’re  on  a  storm-­‐‑tossed  ship,
require  you  to  succeed  on  a  DC  10  Constitution
saving  throw  to  maintain  concentration  on  a  spell.
Targets
A  typical  spell  requires  you  to  pick  one  or  more
targets  to  be  affected  by  the  spell’s  magic.  A  spell’s
description  tells  you  whether  the  spell  targets
creatures,  objects,  or  a  point  of  origin  for  an  area  of
effect  (described  below).
 Unless  a  spell  has  a  perceptible  effect,  a  creature
might  not  know  it  was  targeted  by  a  spell  at  all.  An
effect  like  crackling  lightning  is  obvious,  but  a  more
subtle  effect,  such  as  an  attempt  to  read  a  creature’s
thoughts,  typically  goes  unnoticed,  unless  a  spell
says  otherwise.
A Clear Path to the Target
To  target  something,  you  must  have  a  clear  path  to  it,
so  it  can’t  be  behind  total  cover.
 If  you  place  an  area  of  effect  at  a  point  that  you
can’t  see  and  an  obstruction,  such  as  a  wall,  is
between  you  and  that  point,  the  point  of  origin
comes  into  being  on  the  near  side  of  that  obstruction.
Targeting Yourself
If  a  spell  targets  a  creature  of  your  choice,  you  can
choose  yourself,  unless  the  creature  must  be  hostile
or  specifically  a  creature  other  than  you.  If  you  are  in
the  area  of  effect  of  a  spell  you  cast,  you  can  target
yourself.
Areas of Effect
Spells  such  as  burning  hands  and  cone  of  cold  cover
an  area,  allowing  them  to  affect  multiple  creatures  at
once.
 A  spell’s  description  specifies  its  area  of  effect,
which  typically  has  one  of  five  different  shapes:  cone,
cube,  cylinder,  line,  or  sphere.  Every  area  of  effect
has  a  point  of  origin,  a  location  from  which  the
spell’s  energy  erupts.  The  rules  for  each  shape
System  Reference  Document  5.1   103
specify  how  you  position  its  point  of  origin.  Typically,
a  point  of  origin  is  a  point  in  space,  but  some  spells
have  an  area  whose  origin  is  a  creature  or  an  object.
 A  spell’s  effect  expands  in  straight  lines  from  the
point  of  origin.  If  no  unblocked  straight  line  extends
from  the  point  of  origin  to  a  location  within  the  area
of  effect,  that  location  isn’t  included  in  the  spell’s
area.  To  block  one  of  these  imaginary  lines,  an
obstruction  must  provide  total  cover.
Cone
A  cone  extends  in  a  direction  you  choose  from  its
point  of  origin.  A  cone’s  width  at  a  given  point  along
its  length  is  equal  to  that  point’s  distance  from  the
point  of  origin.  A  cone’s  area  of  effect  specifies  its
maximum  length.
 A  cone’s  point  of  origin  is  not  included  in  the
cone’s  area  of  effect,  unless  you  decide  otherwise.
Cube
You  select  a  cube’s  point  of  origin,  which  lies
anywhere  on  a  face  of  the  cubic  effect.  The  cube’s
size  is  expressed  as  the  length  of  each  side.
 A  cube’s  point  of  origin  is  not  included  in  the
cube’s  area  of  effect,  unless  you  decide  otherwise.
Cylinder
A  cylinder’s  point  of  origin  is  the  center  of  a  circle  of
a  particular  radius,  as  given  in  the  spell  description.
The  circle  must  either  be  on  the  ground  or  at  the
height  of  the  spell  effect.  The  energy  in  a  cylinder
expands  in  straight  lines  from  the  point  of  origin  to
the  perimeter  of  the  circle,  forming  the  base  of  the
cylinder.  The  spell’s  effect  then  shoots  up  from  the
base  or  down  from  the  top,  to  a  distance  equal  to  the
height  of  the  cylinder.
 A  cylinder’s  point  of  origin  is  included  in  the
cylinder’s  area  of  effect.
Line
A  line  extends  from  its  point  of  origin  in  a  straight
path  up  to  its  length  and  covers  an  area  defined  by
its  width.
 A  line’s  point  of  origin  is  not  included  in  the  line’s
area  of  effect,  unless  you  decide  otherwise.
Sphere
You  select  a  sphere’s  point  of  origin,  and  the  sphere
extends  outward  from  that  point.  The  sphere’s  size  is
expressed  as  a  radius  in  feet  that  extends  from  the
point.
 A  sphere’s  point  of  origin  is  included  in  the
sphere’s  area  of  effect.
Saving Throws
Many  spells  specify  that  a  target  can  make  a  saving
throw  to  avoid  some  or  all  of  a  spell’s  effects.  The
spell  specifies  the  ability  that  the  target  uses  for  the
save  and  what  happens  on  a  success  or  failure.
 The  DC  to  resist  one  of  your  spells  equals  8  +  your
spellcasting  ability  modifier  +  your  proficiency
bonus  +  any  special  modifiers.
Attack Rolls
Some  spells  require  the  caster  to  make  an  attack  roll
to  determine  whether  the  spell  effect  hits  the
intended  target.  Your  attack  bonus  with  a  spell
attack  equals  your  spellcasting  ability  modifier  +
your  proficiency  bonus.
 Most  spells  that  require  attack  rolls  involve
ranged  attacks.  Remember  that  you  have
disadvantage  on  a  ranged  attack  roll  if  you  are  within
5  feet  of  a  hostile  creature  that  can  see  you  and  that
isn’t  incapacitated.
The Schools of Magic
Academies  of  magic  group  spells  into  eight  categories  called
schools  of  magic.  Scholars,  particularly  wizards,  apply  these
categories  to  all  spells,  believing  that  all  magic  functions  in
essentially  the  same  way,  whether  it  derives  from  rigorous
study  or  is  bestowed  by  a  deity.
The  schools  of  magic  help  describe  spells;  they  have  no
rules  of  their  own,  although  some  rules  refer  to  the  schools.
Abjuration  spells  are  protective  in  nature,  though  some  of
them  have  aggressive  uses.  They  create  magical  barriers,
negate  harmful  effects,  harm  trespassers,  or  banish  creatures
to  other  planes  of  existence.
Conjuration  spells  involve  the  transportation  of  objects
and  creatures  from  one  location  to  another.  Some  spells
summon  creatures  or  objects  to  the  caster’s  side,  whereas
others  allow  the  caster  to  teleport  to  another  location.  Some
conjurations  create  objects  or  effects  out  of  nothing.
Divination  spells  reveal  information,  whether  in  the  form
of  secrets  long  forgotten,  glimpses  of  the  future,  the
locations  of  hidden  things,  the  truth  behind  illusions,  or
visions  of  distant  people  or  places.
Enchantment  spells  affect  the  minds  of  others,  influencing
or  controlling  their  behavior.  Such  spells  can  make  enemies
see  the  caster  as  a  friend,  force  creatures  to  take  a  course  of
action,  or  even  control  another  creature  like  a  puppet.
Evocation  spells  manipulate  magical  energy  to  produce  a
desired  effect.  Some  call  up  blasts  of  fire  or  lightning.  Others
channel  positive  energy  to  heal  wounds.
Illusion  spells  deceive  the  senses  or  minds  of  others.  They
cause  people  to  see  things  that  are  not  there,  to  miss  things
that  are  there,  to  hear  phantom  noises,  or  to  remember
things  that  never  happened.  Some  illusions  create  phantom images  that  any  creature  can  see,  but  the  most  insidious
illusions  plant  an  image  directly  in  the  mind  of  a  creature.
Necromancy  spells  manipulate  the  energies  of  life  and
death.  Such  spells  can  grant  an  extra  reserve  of  life  force,
drain  the  life  energy  from  another  creature,  create  the
undead,  or  even  bring  the  dead  back  to  life.
Creating  the  undead  through  the  use  of  necromancy  spells
such  as  animate  dead  is  not  a  good  act,  and  only  evil  casters
use  such  spells  frequently.
Transmutation  spells  change  the  properties  of  a  creature,
object,  or  environment.  They  might  turn  an  enemy  into  a
harmless  creature,  bolster  the  strength  of  an  ally,  make  an
object  move  at  the  caster’s  command,  or  enhance  a  creature’s
innate  healing  abilities  to  rapidly  recover  from  injury.
Combining Magical Effects
The  effects  of  different  spells  add  together  while  the
durations  of  those  spells  overlap.  The  effects  of  the
same  spell  cast  multiple  times  don’t  combine,
however.  Instead,  the  most  potent  effect—such  as
the  highest  bonus—from  those  castings  applies
while  their  durations  overlap.
 For  example,  if  two  clerics  cast  bless  on  the  same
target,  that  character  gains  the  spell’s  benefit  only
once;  he  or  she  doesn’t  get  to  roll  two  bonus  dice.

 

Spell Lists


Bard Spells
Cantrips (0 Level)
Dancing  Lights
Light
Mage  Hand
Mending
Message
Minor  Illusion
Prestidigitation
True  Strike
Vicious  Mockery
1st Level
Animal  Friendship
Bane
Charm  Person
Comprehend  Languages
Cure  Wounds
Detect  Magic
Disguise  Self
Faerie  Fire
Feather  Fall
Healing  Word
Heroism
Hideous  Laughter
Identify
Illusory  Script
Longstrider
Silent  Image
Sleep
Speak  with  Animals
Thunderwave
Unseen  Servant
2nd Level
Animal  Messenger
Blindness/Deafness
Calm  Emotions
Detect  Thoughts
Enhance  Ability
Enthrall
Heat  Metal
Hold  Person
Invisibility
Knock
Lesser  Restoration
Locate  Animals  or  Plants
Locate  Object
Magic  Mouth
See  Invisibility
Shatter
Silence
Suggestion
Zone  of  Truth
3rd Level
Bestow  Curse
Clairvoyance
Dispel  Magic
Fear
Glyph  of  Warding
Hypnotic  Pattern
Major  Image
Nondetection
Plant  Growth
Sending
Speak  with  Dead
Speak  with  Plants
Stinking  Cloud
Tiny  Hut
Tongues
4th Level
Compulsion
Confusion
Dimension  Door
Freedom  of  Movement
Greater  Invisibility
Hallucinatory  Terrain
Locate  Creature
Polymorph
5th Level
Animate  Objects
Awaken
Dominate  Person
Dream
Geas
Greater  Restoration
Hold  Monster
Legend  Lore
Mass  Cure  Wounds
Mislead
Modify  Memory
Planar  Binding
Raise  Dead
Scrying
Seeming
Teleportation  Circle
6th Level
Eyebite
System  Reference  Document  5.1   106
Find  the  Path
Guards  and  Wards
Irresistible  Dance
Mass  Suggestion
Programmed  Illusion
True  Seeing
7th Level
Arcane  Sword
Etherealness
Forcecage
Magnificent  Mansion
Mirage  Arcane
Project  Image
Regenerate
Resurrection
Symbol
Teleport
8th Level
Dominate  Monster
Feeblemind
Glibness
Mind  Blank
Power  Word  Stun
9th Level
Foresight
Power  Word  Kill
True  Polymorph
Cleric Spells
Cantrips (0 Level)
Guidance
Light
Mending
Resistance
Sacred  Flame
Spare  the  Dying
Thaumaturgy
1st Level
Bane
Bless
Command
Create  or  Destroy  Water
Cure  Wounds
Detect  Evil  and  Good
Detect  Magic
Detect  Poison  and  Disease
Guiding  Bolt
Healing  Word
Inflict  Wounds
Protection  from  Evil  and  Good
Purify  Food  and  Drink
Sanctuary
Shield  of  Faith
2nd Level
Aid
Augury
Blindness/Deafness
Calm  Emotions
Continual  Flame
Enhance  Ability
Find  Traps
Gentle  Repose
Hold  Person
Lesser  Restoration
Locate  Object
Prayer  of  Healing
Protection  from  Poison
Silence
Spiritual  Weapon
Warding  Bond
Zone  of  Truth
3rd Level
Animate  Dead
Beacon  of  Hope
Bestow  Curse
Clairvoyance
Create  Food  and  Water
Daylight
Dispel  Magic
Glyph  of  Warding
Magic  Circle
Mass  Healing  Word
Meld  into  Stone
Protection  from  Energy
Remove  Curse
Revivify
Sending
Speak  with  Dead
Spirit  Guardians
Tongues
Water  Walk
4th Level
Banishment
Control  Water
Death  Ward
Divination
Freedom  of  Movement
Guardian  of  Faith
System  Reference  Document  5.1   107
Locate  Creature
Stone  Shape
5th Level
Commune
Contagion
Dispel  Evil  and  Good
Flame  Strike
Geas
Greater  Restoration
Hallow
Insect  Plague
Legend  Lore
Mass  Cure  Wounds
Planar  Binding
Raise  Dead
Scrying
6th Level
Blade  Barrier
Create  Undead
Find  the  Path
Forbiddance
Harm
Heal
Heroes’  Feast
Planar  Ally
True  Seeing
Word  of  Recall
7th Level
Conjure  Celestial
Divine  Word
Etherealness
Fire  Storm
Plane  Shift
Regenerate
Resurrection
Symbol
8th Level
Antimagic  Field
Control  Weather
Earthquake
Holy  Aura
9th Level
Astral  Projection
Gate
Mass  Heal
True  Resurrection
Druid Spells
Cantrips (0 Level)
Druidcraft
Guidance
Mending
Poison  Spray
Produce  Flame
Resistance
Shillelagh
1st Level
Animal  Friendship
Charm  Person
Create  or  Destroy  Water
Cure  Wounds
Detect  Magic
Detect  Poison  and  Disease
Entangle
Faerie  Fire
Fog  Cloud
Goodberry
Healing  Word
Jump
Longstrider
Purify  Food  and  Drink
Speak  with  Animals
Thunderwave
2nd Level
Animal  Messenger
Barkskin
Darkvision
Enhance  Ability
Find  Traps
Flame  Blade
Flaming  Sphere
Gust  of  Wind
Heat  Metal
Hold  Person
Lesser  Restoration
Locate  Animals  or  Plants
Locate  Object
Moonbeam
Pass  without  Trace
Protection  from  Poison
Spike  Growth
3rd Level
Call  Lightning
Conjure  Animals
Daylight
Dispel  Magic
System  Reference  Document  5.1   108
Meld  into  Stone
Plant  Growth
Protection  from  Energy
Sleet  Storm
Speak  with  Plants
Water  Breathing
Water  Walk
Wind  Wall
4th Level
Blight
Confusion
Conjure  Minor  Elementals
Conjure  Woodland  Beings
Control  Water
Dominate  Beast
Freedom  of  Movement
Giant  Insect
Hallucinatory  Terrain
Ice  Storm
Locate  Creature
Polymorph
Stone  Shape
Stoneskin
Wall  of  Fire
5th Level
Antilife  Shell
Awaken
Commune  with  Nature
Conjure  Elemental
Contagion
Geas
Greater  Restoration
Insect  Plague
Mass  Cure  Wounds
Planar  Binding
Reincarnate
Scrying
Tree  Stride
Wall  of  Stone
6th Level
Conjure  Fey
Find  the  Path
Heal
Heroes’  Feast
Move  Earth
Sunbeam
Transport  via  Plants
Wall  of  Thorns
Wind  Walk
7th Level
Fire  Storm
Mirage  Arcane
Plane  Shift
Regenerate
Reverse  Gravity
8th Level
Animal  Shapes
Antipathy/Sympathy
Control  Weather
Earthquake
Feeblemind
Sunburst
9th Level
Foresight
Shapechange
Storm  of  Vengeance
True  Resurrection
Paladin Spells
1st Level
Bless
Command
Cure  Wounds
Detect  Evil  and  Good
Detect  Magic
Detect  Poison  and  Disease
Divine  Favor
Heroism
Protection  from  Evil  and  Good
Purify  Food  and  Drink
Shield  of  Faith
2nd Level
Aid
Branding  Smite
Find  Steed
Lesser  Restoration
Locate  Object
Magic  Weapon
Protection  from  Poison
Zone  of  Truth
3rd Level
Create  Food  and  Water
Daylight
Dispel  Magic
Magic  Circle
Remove  Curse
Revivify
System  Reference  Document  5.1   109
4th Level
Banishment
Death  Ward
Locate  Creature
5th Level
Dispel  Evil  and  Good
Geas
Raise  Dead
Ranger Spells
1st Level
Alarm
Animal  Friendship
Cure  Wounds
Detect  Magic
Detect  Poison  and  Disease
Fog  Cloud
Goodberry
Hunter's  Mark
Jump
Longstrider
Speak  with  Animals
2nd Level
Animal  Messenger
Barkskin
Darkvision
Find  Traps
Lesser  Restoration
Locate  Animals  or  Plants
Locate  Object
Pass  without  Trace
Protection  from  Poison
Silence
Spike  Growth
3rd Level
Conjure  Animals
Daylight
Nondetection
Plant  Growth
Protection  from  Energy
Speak  with  Plants
Water  Breathing
Water  Walk
Wind  Wall
4th Level
Conjure  Woodland  Beings
Freedom  of  Movement
Locate  Creature
Stoneskin
5th Level
Commune  with  Nature
Tree  Stride
Sorcerer Spells
Cantrips (0 Level)
Acid  Splash
Chill  Touch
Dancing  Lights
Fire  Bolt
Light
Mage  Hand
Mending
Message
Minor  Illusion
Poison  Spray
Prestidigitation
Ray  of  Frost
Shocking  Grasp
True  Strike
1st Level
Burning  Hands
Charm  Person
Color  Spray
Comprehend  Languages
Detect  Magic
Disguise  Self
Expeditious  Retreat
False  Life
Feather  Fall
Fog  Cloud
Jump
Mage  Armor
Magic  Missile
Shield
Silent  Image
Sleep
Thunderwave
2nd Level
Alter  Self
Blindness/Deafness
Blur
Darkness
Darkvision
Detect  Thoughts
Enhance  Ability
Enlarge/Reduce
Gust  of  Wind
System  Reference  Document  5.1   110
Hold  Person
Invisibility
Knock
Levitate
Mirror  Image
Misty  Step
Scorching  Ray
See  Invisibility
Shatter
Spider  Climb
Suggestion
Web
3rd Level
Blink
Clairvoyance
Counterspell
Daylight
Dispel  Magic
Fear
Fireball
Fly
Gaseous  Form
Haste
Hypnotic  Pattern
Lightning  Bolt
Major  Image
Protection  from  Energy
Sleet  Storm
Slow
Stinking  Cloud
Tongues
Water  Breathing
Water  Walk
4th Level
Banishment
Blight
Confusion
Dimension  Door
Dominate  Beast
Greater  Invisibility
Ice  Storm
Polymorph
Stoneskin
Wall  of  Fire
5th Level
Animate  Objects
Cloudkill
Cone  of  Cold
Creation
Dominate  Person
Hold  Monster
Insect  Plague
Seeming
Telekinesis
Teleportation  Circle
Wall  of  Stone
6th Level
Chain  Lightning
Circle  of  Death
Disintegrate
Eyebite
Globe  of  Invulnerability
Mass  Suggestion
Move  Earth
Sunbeam
True  Seeing
7th Level
Delayed  Blast  Fireball
Etherealness
Finger  of  Death
Fire  Storm
Plane  Shift
Prismatic  Spray
Reverse  Gravity
Teleport
8th Level
Dominate  Monster
Earthquake
Incendiary  Cloud
Power  Word  Stun
Sunburst
9th Level
Gate
Meteor  Swarm
Power  Word  Kill
Time  Stop
Wish
Warlock Spells
Cantrips (0 Level)
Chill  Touch
Eldritch  Blast
Mage  Hand
Minor  Illusion
Poison  Spray
Prestidigitation
True  Strike
System  Reference  Document  5.1   111
1st Level
Charm  Person
Comprehend  Languages
Expeditious  Retreat
Hellish  Rebuke
Illusory  Script
Protection  from  Evil  and  Good
Unseen  Servant
2nd Level
Darkness
Enthrall
Hold  Person
Invisibility
Mirror  Image
Misty  Step
Ray  of  Enfeeblement
Shatter
Spider  Climb
Suggestion
3rd Level
Counterspell
Dispel  Magic
Fear
Fly
Gaseous  Form
Hypnotic  Pattern
Magic  Circle
Major  Image
Remove  Curse
Tongues
Vampiric  Touch
4th Level
Banishment
Blight
Dimension  Door
Hallucinatory  Terrain
5th Level
Contact  Other  Plane
Dream
Hold  Monster
Scrying
6th Level
Circle  of  Death
Conjure  Fey
Create  Undead
Eyebite
Flesh  to  Stone
Mass  Suggestion
True  Seeing
7th Level
Etherealness
Finger  of  Death
Forcecage
Plane  Shift
8th Level
Demiplane
Dominate  Monster
Feeblemind
Glibness
Power  Word  Stun
9th Level
Astral  Projection
Foresight
Imprisonment
Power  Word  Kill
True  Polymorph
Wizard Spells
Cantrips (0 Level)
Acid  Splash
Chill  Touch
Dancing  Lights
Fire  Bolt
Light
Mage  Hand
Mending
Message
Minor  Illusion
Poison  Spray
Prestidigitation
Ray  of  Frost
Shocking  Grasp
True  Strike
1st Level
Alarm
Burning  Hands
Charm  Person
Color  Spray
Comprehend  Languages
Detect  Magic
Disguise  Self
Expeditious  Retreat
False  Life
Feather  Fall
Find  Familiar
Floating  Disk
System  Reference  Document  5.1   112
Fog  Cloud
Grease
Hideous  Laughter
Identify
Illusory  Script
Jump
Longstrider
Mage  Armor
Magic  Missile
Protection  from  Evil  and  Good
Shield
Silent  Image
Sleep
Thunderwave
Unseen  Servant
2nd Level
Acid  Arrow
Alter  Self
Arcane  Lock
Arcanist’s  Magic  Aura
Blindness/Deafness
Blur
Continual  Flame
Darkness
Darkvision
Detect  Thoughts
Enlarge/Reduce
Flaming  Sphere
Gentle  Repose
Gust  of  Wind
Hold  Person
Invisibility
Knock
Levitate
Locate  Object
Magic  Mouth
Magic  Weapon
Mirror  Image
Misty  Step
Ray  of  Enfeeblement
Rope  Trick
Scorching  Ray
See  Invisibility
Shatter
Spider  Climb
Suggestion
Web
3rd Level
Animate  Dead
Bestow  Curse
Blink
Clairvoyance
Counterspell
Dispel  Magic
Fear
Fireball
Fly
Gaseous  Form
Glyph  of  Warding
Haste
Hypnotic  Pattern
Lightning  Bolt
Magic  Circle
Major  Image
Nondetection
Phantom  Steed
Protection  from  Energy
Remove  Curse
Sending
Sleet  Storm
Slow
Stinking  Cloud
Tiny  Hut
Tongues
Vampiric  Touch
Water  Breathing
4th Level
Arcane  Eye
Banishment
Black  Tentacles
Blight
Confusion
Conjure  Minor  Elementals
Control  Water
Dimension  Door
Fabricate
Faithful  Hound
Fire  Shield
Greater  Invisibility
Hallucinatory  Terrain
Ice  Storm
Locate  Creature
Phantasmal  Killer
Polymorph
Private  Sanctum
Resilient  Sphere
Secret  Chest
Stone  Shape
Stoneskin
Wall  of  Fire
5th Level
Animate  Objects
System  Reference  Document  5.1   113
Arcane  Hand
Cloudkill
Cone  of  Cold
Conjure  Elemental
Contact  Other  Plane
Creation
Dominate  Person
Dream
Geas
Hold  Monster
Legend  Lore
Mislead
Modify  Memory
Passwall
Planar  Binding
Scrying
Seeming
Telekinesis
Telepathic  Bond
Teleportation  Circle
Wall  of  Force
Wall  of  Stone
6th Level
Chain  Lightning
Circle  of  Death
Contingency
Create  Undead
Disintegrate
Eyebite
Flesh  to  Stone
Freezing  Sphere
Globe  of  Invulnerability
Guards  and  Wards
Instant  Summons
Irresistible  Dance
Magic  Jar
Mass  Suggestion
Move  Earth
Programmed  Illusion
Sunbeam
True  Seeing
Wall  of  Ice
7th Level
Arcane  Sword
Delayed  Blast  Fireball
Etherealness
Finger  of  Death
Forcecage
Magnificent  Mansion
Mirage  Arcane
Plane  Shift
Prismatic  Spray
Project  Image
Reverse  Gravity
Sequester
Simulacrum
Symbol
Teleport
8th Level
Antimagic  Field
Antipathy/Sympathy
Clone
Control  Weather
Demiplane
Dominate  Monster
Feeblemind
Incendiary  Cloud
Maze
Mind  Blank
Power  Word  Stun
Sunburst
9th Level
Astral  Projection
Foresight
Gate
Imprisonment
Meteor  Swarm
Power  Word  Kill
Prismatic  Wall
Shapechange
Time  Stop
True  Polymorph
Weird
Wish
System  Reference  Document  5.1   114
Spell Descriptions
Acid Arrow
2nd-­‐‑level  evocation
Casting  Time:  1  action
Range:  90  feet
Components:  V,  S,  M  (powdered  rhubarb  leaf  and  an
adder’s  stomach)
Duration:  Instantaneous
A  shimmering  green  arrow  streaks  toward  a  target
within  range  and  bursts  in  a  spray  of  acid.  Make  a
ranged  spell  attack  against  the  target.  On  a  hit,  the
target  takes  4d4  acid  damage  immediately  and  2d4
acid  damage  at  the  end  of  its  next  turn.  On  a  miss,
the  arrow  splashes  the  target  with  acid  for  half  as
much  of  the  initial  damage  and  no  damage  at  the  end
of  its  next  turn.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  3rd  level  or  higher,  the  damage  (both
initial  and  later)  increases  by  1d4  for  each  slot  level
above  2nd.
Acid Splash
Conjuration  cantrip
Casting  Time:  1  action
Range:  60  feet
Components:  V,  S
Duration: Instantaneous
You  hurl  a  bubble  of  acid.  Choose  one  creature
within  range,  or  choose  two  creatures  within  range
that  are  within  5  feet  of  each  other.  A  target  must
succeed  on  a  Dexterity  saving  throw  or  take  1d6  acid
damage.
 This  spell’s  damage  increases  by  1d6  when  you
reach  5th  level  (2d6),  11th  level  (3d6),  and  17th
level  (4d6).
Aid
2nd-­‐‑level  abjuration
Casting  Time:  1  action
Range:  30  feet
Components:  V,  S,  M  (a  tiny  strip  of  white  cloth)
Duration:  8  hours
Your  spell  bolsters  your  allies  with  toughness  and
resolve.  Choose  up  to  three  creatures  within  range.
Each  target’s  hit  point  maximum  and  current  hit
points  increase  by  5  for  the  duration.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  3rd  level  or  higher,  a  target’s  hit  points
increase  by  an  additional  5  for  each  slot  level  above
2nd.
Alarm
1st-­‐‑level  abjuration  (ritual)
Casting  Time:  1  minute
Range:  30  feet
Components:  V,  S,  M  (a  tiny  bell  and  a  piece  of  fine
silver  wire)
Duration:  8  hours
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.
Alter Self
2nd-­‐‑level  transmutation
Casting  Time:  1  action
Range:  Self
Components:  V,  S
Duration:  Concentration,  up  to  1  hour
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
System  Reference  Document  5.1   115
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.
Animal Friendship
1st-­‐‑level  enchantment
Casting  Time:  1  action
Range:  30  feet
Components:  V,  S,  M  (a  morsel  of  food)
Duration:  24  hours
This  spell  lets  you  convince  a  beast  that  you  mean  it
no  harm.  Choose  a  beast  that  you  can  see  within
range.  It  must  see  and  hear  you.  If  the  beast's
Intelligence  is  4  or  higher,  the  spell  fails.  Otherwise,
the  beast  must  succeed  on  a  Wisdom  saving  throw
or  be  charmed  by  you  for  the  spell's  duration.  If  you
or  one  of  your  companions  harms  the  target,  the
spells  ends.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  2nd  level  or  higher,  you  can  affect  one
additional  beast  t  level  above  1st.
Animal Messenger
2nd-­‐‑level  enchantment  (ritual)
Casting  Time:  1  action
Range:  30  feet
Components:  V,  S,  M  (a  morsel  of  food)
Duration:  24  hours
By  means  of  this  spell,  you  use  an  animal  to  deliver  a
message.  Choose  a  Tiny  beast  you  can  see  within
range,  such  as  a  squirrel,  a  blue  jay,  or  a  bat.  You
specify  a  location,  which  you  must  have  visited,  and
a  recipient  who  matches  a  general  description,  such
as  “a  man  or  woman  dressed  in  the  uniform  of  the
town  guard”  or  “a  red-­‐‑haired  dwarf  wearing  a
pointed  hat.”  You  also  speak  a  message  of  up  to
twenty-­‐‑five  words.  The  target  beast  travels  for  the
duration  of  the  spell  toward  the  specified  location,
covering  about  50  miles  per  24  hours  for  a  flying
messenger,  or  25  miles  for  other  animals.
 When  the  messenger  arrives,  it  delivers  your
message  to  the  creature  that  you  described,
replicating  the  sound  of  your  voice.  The  messenger
speaks  only  to  a  creature  matching  the  description
you  gave.  If  the  messenger  doesn’t  reach  its
destination  before  the  spell  ends,  the  message  is  lost,
and  the  beast  makes  its  way  back  to  where  you  cast
this  spell.
 At  Higher  Levels.  If  you  cast  this  spell  using  a  spell
slot  of  3nd  level  or  higher,  the  duration  of  the  spell
increases  by  48  hours  for  each  slot  level  above  2nd.
Animal Shapes
8th-­‐‑level  transmutation
Casting  Time:  1  action
Range:  30  feet
Components:  V,  S
Duration:  Concentration,  up  to  24  hours
Your  magic  turns  others  into  beasts.  Choose  any
number  of  willing  creatures  that  you  can  see  within
range.  You  transform  each  target  into  the  form  of  a
Large  or  smaller  beast  with  a  challenge  rating  of  4  or
lower.  On  subsequent  turns,  you  can  use  your  action
to  transform  affected  creatures  into  new  forms.
 The  transformation  lasts  for  the  duration  for  each
target,  or  until  the  target  drops  to  0  hit  points  or  dies.
You  can  choose  a  different  form  for  each  target.  A
target’s  game  statistics  are  replaced  by  the  statistics
of  the  chosen  beast,  though  the  target  retains  its
alignment  and  Intelligence,  Wisdom,  and  Charisma
scores.  The  target  assumes  the  hit  points  of  its  new
form,  and  when  it  reverts  to  its  normal  form,  it
returns  to  the  number  of  hit  points  it  had  before  it
transformed.  If  it  reverts  as  a  result  of  dropping  to  0
hit  points,  any  excess  damage  carries  over  to  its
normal  form.  As  long  as  the  excess  damage  doesn’t
reduce  the  creature’s  normal  form  to  0  hit  points,  it
isn’t  knocked  unconscious.  The  creature  is  limited  in
the  actions  it  can  perform  by  the  nature  of  its  new
form,  and  it  can’t  speak  or  cast  spells.
 The  target’s  gear  melds  into  the  new  form.  The
target  can’t  activate,  wield,  or  otherwise  benefit
from  any  of  its  equipment.
Animate Dead
3rd-­‐‑level  necromancy
Casting  Time:  1  minute
Range:  10  feet
Components:  V,  S,  M  (a  drop  of  blood,  a  piece  of
flesh,  and  a  pinch  of  bone  dust)
Duration:  Instantaneous
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
System  Reference  Document  5.1   116
a  zombie  if  you  chose  a  corpse  (the  GM  has  the
creature’s  game  statistics).
 On  each  of  your  turns,  you  can  use  a  bonus  action
to  mentally  command  any  creature  you  made  with
this  spell  if  the  creature  is  within  60  feet  of  you  (if
you  control  multiple  creatures,  you  can  command
any  or  all  of  them  at  the  same  time,  issuing  the  same
command  to  each  one).  You  decide  what  action  the
creature  will  take  and  where  it  will  move  during  its
next  turn,  or  you  can  issue  a  general  command,  such
as  to  guard  a  particular  chamber  or  corridor.  If  you
issue  no  commands,  the  creature  only  defends  itself
against  hostile  creatures.  Once  given  an  order,  the
creature  continues  to  follow  it  until  its  task  is
complete.
 The  creature  is  under  your  control  for  24  hours,
after  which  it  stops  obeying  any  command  you’ve
given  it.  To  maintain  control  of  the  creature  for
another  24  hours,  you  must  cast  this  spell  on  the
creature  again  before  the  current  24-­‐‑hour  period
ends.  This  use  of  the  spell  reasserts  your  control
over  up  to  four  creatures  you  have  animated  with
this  spell,  rather  than  animating  a  new  one.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  4th  level  or  higher,  you  animate  or
reassert  control  over  two  additional  undead
creatures  for  each  slot  level  above  3rd.  Each  of  the
creatures  must  come  from  a  different  corpse  or  pile
of  bones.
Animate Objects
5th-­‐‑level  transmutation
Casting  Time:  1  action
Range:  120  feet
Components:  V,  S
Duration:  Concentration,  up  to  1  minute
Objects  come  to  life  at  your  command.  Choose  up  to
ten  nonmagical  objects  within  range  that  are  not
being  worn  or  carried.  Medium  targets  count  as  two
objects,  Large  targets  count  as  four  objects,  Huge
targets  count  as  eight  objects.  You  can’t  animate  any
object  larger  than  Huge.  Each  target  animates  and
becomes  a  creature  under  your  control  until  the
spell  ends  or  until  reduced  to  0  hit  points.
 As  a  bonus  action,  you  can  mentally  command  any
creature  you  made  with  this  spell  if  the  creature  is
within  500  feet  of  you  (if  you  control  multiple
creatures,  you  can  command  any  or  all  of  them  at  the
same  time,  issuing  the  same  command  to  each  one).
You  decide  what  action  the  creature  will  take  and
where  it  will  move  during  its  next  turn,  or  you  can
issue  a  general  command,  such  as  to  guard  a
particular  chamber  or  corridor.  If  you  issue  no
commands,  the  creature  only  defends  itself  against
hostile  creatures.  Once  given  an  order,  the  creature
continues  to  follow  it  until  its  task  is  complete.
Animated  Object  Statistics
Size   HP   AC   Attack   Str   Dex
Tiny   20   18   +8  to  hit,  1d4  +  4  damage 4   18
Small   25   16   +6  to  hit,  1d8  +  2  damage   6   14
Medium   40   13   +5  to  hit,  2d6  +  1  damage 10   12
Large   50   10   +6  to  hit,  2d10  +  2
damage
14   10
Huge   80   10   +8  to  hit,  2d12  +  4
damage
18   6
 An  animated  object  is  a  construct  with  AC,  hit
points,  attacks,  Strength,  and  Dexterity  determined
by  its  size.  Its  Constitution  is  10  and  its  Intelligence
and  Wisdom  are  3,  and  its  Charisma  is  1.  Its  speed  is
30  feet;  if  the  object  lacks  legs  or  other  appendages  it
can  use  for  locomotion,  it  instead  has  a  flying  speed
of  30  feet  and  can  hover.  If  the  object  is  securely
attached  to  a  surface  or  a  larger  object,  such  as  a
chain  bolted  to  a  wall,  its  speed  is  0.  It  has  blindsight
with  a  radius  of  30  feet  and  is  blind  beyond  that
distance.  When  the  animated  object  drops  to  0  hit
points,  it  reverts  to  its  original  object  form,  and  any
remaining  damage  carries  over  to  its  original  object
form.
 If  you  command  an  object  to  attack,  it  can  make  a
single  melee  attack  against  a  creature  within  5  feet
of  it.  It  makes  a  slam  attack  with  an  attack  bonus  and
bludgeoning  damage  determined  by  its  size.  The  GM
might  rule  that  a  specific  object  inflicts  slashing  or
piercing  damage  based  on  its  form.
 At  Higher  Levels.  If  you  cast  this  spell  using  a  spell
slot  of  6th  level  or  higher,  you  can  animate  two
additional  objects  for  each  slot  level  above  5th.
Antilife Shell
5th-­‐‑level  abjuration
Casting  Time:  1  action
Range:  Self  (10-­‐‑foot  radius)
Components:  V,  S
Duration:  Concentration,  up  to  1  hour
A  shimmering  barrier  extends  out  from  you  in  a  10-­‐‑
foot  radius  and  moves  with  you,  remaining  centered
on  you  and  hedging  out  creatures  other  than  undead
and  constructs.  The  barrier  lasts  for  the  duration.
 The  barrier  prevents  an  affected  creature  from
passing  or  reaching  through.  An  affected  creature
can  cast  spells  or  make  attacks  with  ranged  or  reach
weapons  through  the  barrier.
System  Reference  Document  5.1   117
 If  you  move  so  that  an  affected  creature  is  forced
to  pass  through  the  barrier,  the  spell  ends.
Antimagic Field
8th-­‐‑level  abjuration
Casting  Time:  1  action
Range:  Self  (10-­‐‑foot-­‐‑radius  sphere)
Components:  V,  S,  M  (a  pinch  of  powdered  iron  or
iron  filings)
Duration:  Concentration,  up  to  1  hour
A  10-­‐‑foot-­‐‑radius  invisible  sphere  of  antimagic
surrounds  you.  This  area  is  divorced  from  the
magical  energy  that  suffuses  the  multiverse.  Within
the  sphere,  spells  can’t  be  cast,  summoned  creatures
disappear,  and  even  magic  items  become  mundane.
Until  the  spell  ends,  the  sphere  moves  with  you,
centered  on  you.
 Spells  and  other  magical  effects,  except  those
created  by  an  artifact  or  a  deity,  are  suppressed  in
the  sphere  and  can’t  protrude  into  it.  A  slot
expended  to  cast  a  suppressed  spell  is  consumed.
While  an  effect  is  suppressed,  it  doesn’t  function,  but
the  time  it  spends  suppressed  counts  against  its
duration.
 Targeted  Effects.  Spells  and  other  magical  effects,
such  as  magic  missile  and  charm  person,  that  target  a
creature  or  an  object  in  the  sphere  have  no  effect  on
that  target.
 Areas  of  Magic.  The  area  of  another  spell  or
magical  effect,  such  as  fireball,  can’t  extend  into  the
sphere.  If  the  sphere  overlaps  an  area  of  magic,  the
part  of  the  area  that  is  covered  by  the  sphere  is
suppressed.  For  example,  the  flames  created  by  a
wall  of  fire  are  suppressed  within  the  sphere,
creating  a  gap  in  the  wall  if  the  overlap  is  large
enough.
 Spells.  Any  active  spell  or  other  magical  effect  on  a
creature  or  an  object  in  the  sphere  is  suppressed
while  the  creature  or  object  is  in  it.
 Magic  Items.  The  properties  and  powers  of  magic
items  are  suppressed  in  the  sphere.  For  example,  a
+1  longsword  in  the  sphere  functions  as  a
nonmagical  longsword.
A  magic  weapon’s  properties  and  powers  are
suppressed  if  it  is  used  against  a  target  in  the  sphere
or  wielded  by  an  attacker  in  the  sphere.  If  a  magic
weapon  or  a  piece  of  magic  ammunition  fully  leaves
the  sphere  (for  example,  if  you  fire  a  magic  arrow  or
throw  a  magic  spear  at  a  target  outside  the  sphere),
the  magic  of  the  item  ceases  to  be  suppressed  as
soon  as  it  exits.
 Magical  Travel.  Teleportation  and  planar  travel
fail  to  work  in  the  sphere,  whether  the  sphere  is  the
destination  or  the  departure  point  for  such  magical
travel.  A  portal  to  another  location,  world,  or  plane
of  existence,  as  well  as  an  opening  to  an
extradimensional  space  such  as  that  created  by  the
rope  trick  spell,  temporarily  closes  while  in  the
sphere.
 Creatures  and  Objects.  A  creature  or  object
summoned  or  created  by  magic  temporarily  winks
out  of  existence  in  the  sphere.  Such  a  creature
instantly  reappears  once  the  space  the  creature
occupied  is  no  longer  within  the  sphere.
 Dispel  Magic.  Spells  and  magical  effects  such  as
dispel  magic  have  no  effect  on  the  sphere.  Likewise,
the  spheres  created  by  different  antimagic  field
spells  don’t  nullify  each  other.
Antipathy/Sympathy
8th-­‐‑level  enchantment
Casting  Time:  1  hour
Range:  60  feet
Components:  V,  S,  M  (either  a  lump  of  alum  soaked
in  vinegar  for  the  antipathy  effect  or  a  drop  of
honey  for  the  sympathy  effect)
Duration:  10  days
This  spell  attracts  or  repels  creatures  of  your  choice.
You  target  something  within  range,  either  a  Huge  or
smaller  object  or  creature  or  an  area  that  is  no  larger
than  a  200-­‐‑foot  cube.  Then  specify  a  kind  of
intelligent  creature,  such  as  red  dragons,  goblins,  or
vampires.  You  invest  the  target  with  an  aura  that
either  attracts  or  repels  the  specified  creatures  for
the  duration.  Choose  antipathy  or  sympathy  as  the
aura’s  effect.
 Antipathy.  The  enchantment  causes  creatures  of
the  kind  you  designated  to  feel  an  intense  urge  to
leave  the  area  and  avoid  the  target.  When  such  a
creature  can  see  the  target  or  comes  within  60  feet
of  it,  the  creature  must  succeed  on  a  Wisdom  saving
throw  or  become  frightened.  The  creature  remains
frightened  while  it  can  see  the  target  or  is  within  60
feet  of  it.  While  frightened  by  the  target,  the  creature
must  use  its  movement  to  move  to  the  nearest  safe
spot  from  which  it  can’t  see  the  target.  If  the  creature
moves  more  than  60  feet  from  the  target  and  can’t
see  it,  the  creature  is  no  longer  frightened,  but  the
creature  becomes  frightened  again  if  it  regains  sight
of  the  target  or  moves  within  60  feet  of  it.
 Sympathy.  The  enchantment  causes  the  specified
creatures  to  feel  an  intense  urge  to  approach  the
target  while  within  60  feet  of  it  or  able  to  see  it.
System  Reference  Document  5.1   118
When  such  a  creature  can  see  the  target  or  comes
within  60  feet  of  it,  the  creature  must  succeed  on  a
Wisdom  saving  throw  or  use  its  movement  on  each
of  its  turns  to  enter  the  area  or  move  within  reach  of
the  target.  When  the  creature  has  done  so,  it  can’t
willingly  move  away  from  the  target.
 If  the  target  damages  or  otherwise  harms  an
affected  creature,  the  affected  creature  can  make  a
Wisdom  saving  throw  to  end  the  effect,  as  described
below.
 Ending  the  Effect.  If  an  affected  creature  ends  its
turn  while  not  within  60  feet  of  the  target  or  able  to
see  it,  the  creature  makes  a  Wisdom  saving  throw.
On  a  successful  save,  the  creature  is  no  longer
affected  by  the  target  and  recognizes  the  feeling  of
repugnance  or  attraction  as  magical.  In  addition,  a
creature  affected  by  the  spell  is  allowed  another
Wisdom  saving  throw  every  24  hours  while  the  spell
persists.
 A  creature  that  successfully  saves  against  this
effect  is  immune  to  it  for  1  minute,  after  which  time
it  can  be  affected  again.
Arcane Eye
4th-­‐‑level  divination
Casting  Time:  1  action
Range:  30  feet
Components:  V,  S,  M  (a  bit  of  bat  fur)
Duration:  Concentration,  up  to  1  hour
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.
Arcane Hand
5th-­‐‑level  evocation
Casting  Time:  1  action
Range:  120  feet
Components:  V,  S,  M  (an  eggshell  and  a  snakeskin
glove)
Duration:  Concentration,  up  to  1  minute
You  create  a  Large  hand  of  shimmering,  translucent
force  in  an  unoccupied  space  that  you  can  see  within
range.  The  hand  lasts  for  the  spell’s  duration,  and  it
moves  at  your  command,  mimicking  the  movements
of  your  own  hand.
 The  hand  is  an  object  that  has  AC  20  and  hit  points
equal  to  your  hit  point  maximum.  If  it  drops  to  0  hit
points,  the  spell  ends.  It  has  a  Strength  of  26  (+8)
and  a  Dexterity  of  10  (+0).  The  hand  doesn’t  fill  its
space.
 When  you  cast  the  spell  and  as  a  bonus  action  on
your  subsequent  turns,  you  can  move  the  hand  up  to
60  feet  and  then  cause  one  of  the  following  effects
with  it.
 Clenched  Fist.  The  hand  strikes  one  creature  or
object  within  5  feet  of  it.  Make  a  melee  spell  attack
for  the  hand  using  your  game  statistics.  On  a  hit,  the
target  takes  4d8  force  damage.
 Forceful  Hand.  The  hand  attempts  to  push  a
creature  within  5  feet  of  it  in  a  direction  you  choose.
Make  a  check  with  the  hand’s  Strength  contested  by
the  Strength  (Athletics)  check  of  the  target.  If  the
target  is  Medium  or  smaller,  you  have  advantage  on
the  check.  If  you  succeed,  the  hand  pushes  the  target
up  to  5  feet  plus  a  number  of  feet  equal  to  five  times
your  spellcasting  ability  modifier.  The  hand  moves
with  the  target  to  remain  within  5  feet  of  it.
 Grasping  Hand.  The  hand  attempts  to  grapple  a
Huge  or  smaller  creature  within  5  feet  of  it.  You  use
the  hand’s  Strength  score  to  resolve  the  grapple.  If
the  target  is  Medium  or  smaller,  you  have  advantage
on  the  check.  While  the  hand  is  grappling  the  target,
you  can  use  a  bonus  action  to  have  the  hand  crush  it.
When  you  do  so,  the  target  takes  bludgeoning
damage  equal  to  2d6  +  your  spellcasting  ability
modifier.
 Interposing  Hand.  The  hand  interposes  itself
between  you  and  a  creature  you  choose  until  you
give  the  hand  a  different  command.  The  hand  moves
to  stay  between  you  and  the  target,  providing  you
with  half  cover  against  the  target.  The  target  can’t
move  through  the  hand’s  space  if  its  Strength  score
is  less  than  or  equal  to  the  hand’s  Strength  score.  If
its  Strength  score  is  higher  than  the  hand’s  Strength
score,  the  target  can  move  toward  you  through  the
hand’s  space,  but  that  space  is  difficult  terrain  for  the
target.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  6th  level  or  higher,  the  damage  from  the
clenched  fist  option  increases  by  2d8  and  the
damage  from  the  grasping  hand  increases  by  2d6  for
each  slot  level  above  5th.
Arcane Lock
2nd-­‐‑level  abjuration
Casting  Time:  1  action
System  Reference  Document  5.1   119
Range:  Touch
Components:  V,  S,  M  (gold  dust  worth  at  least  25  gp,
which  the  spell  consumes)
Duration:  Until  dispelled
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.
Arcane Sword
7th-­‐‑level  evocation
Casting  Time:  1  action
Range:  60  feet
Components:  V,  S,  M  (a  miniature  platinum  sword
with  a  grip  and  pommel  of  copper  and  zinc,  worth
250  gp)
Duration:  Concentration,  up  to  1  minute
You  create  a  sword-­‐‑shaped  plane  of  force  that
hovers  within  range.  It  lasts  for  the  duration.
 When  the  sword  appears,  you  make  a  melee  spell
attack  against  a  target  of  your  choice  within  5  feet  of
the  sword.  On  a  hit,  the  target  takes  3d10  force
damage.  Until  the  spell  ends,  you  can  use  a  bonus
action  on  each  of  your  turns  to  move  the  sword  up  to
20  feet  to  a  spot  you  can  see  and  repeat  this  attack
against  the  same  target  or  a  different  one.
Arcanist’s Magic Aura
2nd-­‐‑level  illusion
Casting  Time:  1  action
Range:  Touch
Components:  V,  S,  M  (a  small  square  of  silk)
Duration:  24  hours
You  place  an  illusion  on  a  creature  or  an  object  you
touch  so  that  divination  spells  reveal  false
information  about  it.  The  target  can  be  a  willing
creature  or  an  object  that  isn’t  being  carried  or  worn
by  another  creature.
 When  you  cast  the  spell,  choose  one  or  both  of  the
following  effects.  The  effect  lasts  for  the  duration.  If
you  cast  this  spell  on  the  same  creature  or  object
every  day  for  30  days,  placing  the  same  effect  on  it
each  time,  the  illusion  lasts  until  it  is  dispelled.
 False  Aura.  You  change  the  way  the  target
appears  to  spells  and  magical  effects,  such  as  detect
magic,  that  detect  magical  auras.  You  can  make  a
nonmagical  object  appear  magical,  a  magical  object
appear  nonmagical,  or  change  the  object’s  magical
aura  so  that  it  appears  to  belong  to  a  specific  school
of  magic  that  you  choose.  When  you  use  this  effect
on  an  object,  you  can  make  the  false  magic  apparent
to  any  creature  that  handles  the  item.
 Mask.  You  change  the  way  the  target  appears  to
spells  and  magical  effects  that  detect  creature  types,
such  as  a  paladin’s  Divine  Sense  or  the  trigger  of  a
symbol  spell.  You  choose  a  creature  type  and  other
spells  and  magical  effects  treat  the  target  as  if  it
were  a  creature  of  that  type  or  of  that  alignment.
Astral Projection
9th-­‐‑level  necromancy
Casting  Time:  1  hour
Range:  10  feet
Components:  V,  S,  M  (for  each  creature  you  affect
with  this  spell,  you  must  provide  one  jacinth
worth  at  least  1,000  gp  and  one  ornately  carved
bar  of  silver  worth  at  least  100  gp,  all  of  which  the
spell  consumes)
Duration:  Special
You  and  up  to  eight  willing  creatures  within  range
project  your  astral  bodies  into  the  Astral  Plane  (the
spell  fails  and  the  casting  is  wasted  if  you  are  already
on  that  plane).  The  material  body  you  leave  behind
is  unconscious  and  in  a  state  of  suspended
animation;  it  doesn’t  need  food  or  air  and  doesn’t
age.
 Your  astral  body  resembles  your  mortal  form  in
almost  every  way,  replicating  your  game  statistics
and  possessions.  The  principal  difference  is  the
addition  of  a  silvery  cord  that  extends  from  between
your  shoulder  blades  and  trails  behind  you,  fading  to
invisibility  after  1  foot.  This  cord  is  your  tether  to
your  material  body.  As  long  as  the  tether  remains
intact,  you  can  find  your  way  home.  If  the  cord  is
cut—something  that  can  happen  only  when  an  effect
specifically  states  that  it  does—your  soul  and  body
are  separated,  killing  you  instantly.
 Your  astral  form  can  freely  travel  through  the
Astral  Plane  and  can  pass  through  portals  there
leading  to  any  other  plane.  If  you  enter  a  new  plane
or  return  to  the  plane  you  were  on  when  casting  this
spell,  your  body  and  possessions  are  transported
along  the  silver  cord,  allowing  you  to  re-­‐‑enter  your
body  as  you  enter  the  new  plane.  Your  astral  form  is
a  separate  incarnation.  Any  damage  or  other  effects
System  Reference  Document  5.1   120
that  apply  to  it  have  no  effect  on  your  physical  body,
nor  do  they  persist  when  you  return  to  it.
 The  spell  ends  for  you  and  your  companions  when
you  use  your  action  to  dismiss  it.  When  the  spell
ends,  the  affected  creature  returns  to  its  physical
body,  and  it  awakens.
 The  spell  might  also  end  early  for  you  or  one  of
your  companions.  A  successful  dispel  magic  spell
used  against  an  astral  or  physical  body  ends  the  spell
for  that  creature.  If  a  creature’s  original  body  or  its
astral  form  drops  to  0  hit  points,  the  spell  ends  for
that  creature.  If  the  spell  ends  and  the  silver  cord  is
intact,  the  cord  pulls  the  creature’s  astral  form  back
to  its  body,  ending  its  state  of  suspended  animation.
 If  you  are  returned  to  your  body  prematurely,
your  companions  remain  in  their  astral  forms  and
must  find  their  own  way  back  to  their  bodies,  usually
by  dropping  to  0  hit  points.
Augury
2nd-­‐‑level  divination  (ritual)
Casting  Time:  1  minute
Range:  Self
Components:  V,  S,  M  (specially  marked  sticks,  bones,
or  similar  tokens  worth  at  least  25  gp)
Duration:  Instantaneous
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  GM  chooses  from  the  following
possible  omens:
• Weal,  for  good  results
• Woe,  for  bad  results
• Weal  and  woe,  for  both  good  and  bad  results
• Nothing,  for  results  that  aren’t  especially  good  or
bad
The  spell  doesn’t  take  into  account  any  possible
circumstances  that  might  change  the  outcome,  such
as  the  casting  of  additional  spells  or  the  loss  or  gain
of  a  companion.
 If  you  cast  the  spell  two  or  more  times  before
completing  your  next  long  rest,  there  is  a  cumulative
25  percent  chance  for  each  casting  after  the  first  that
you  get  a  random  reading.  The  GM  makes  this  roll  in
secret.
Awaken
5th-­‐‑level  transmutation
Casting  Time:  8  hours
Range:  Touch
Components:  V,  S,  M  (an  agate  worth  at  least  1,000
gp,  which  the  spell  consumes)
Duration:  Instantaneous
After  spending  the  casting  time  tracing  magical
pathways  within  a  precious  gemstone,  you  touch  a
Huge  or  smaller  beast  or  plant.  The  target  must  have
either  no  Intelligence  score  or  an  Intelligence  of  3  or
less.  The  target  gains  an  Intelligence  of  10.  The
target  also  gains  the  ability  to  speak  one  language
you  know.  If  the  target  is  a  plant,  it  gains  the  ability
to  move  its  limbs,  roots,  vines,  creepers,  and  so  forth,
and  it  gains  senses  similar  to  a  human’s.  Your  GM
chooses  statistics  appropriate  for  the  awakened
plant,  such  as  the  statistics  for  the  awakened  shrub
or  the  awakened  tree.
 The  awakened  beast  or  plant  is  charmed  by  you
for  30  days  or  until  you  or  your  companions  do
anything  harmful  to  it.  When  the  charmed  condition
ends,  the  awakened  creature  chooses  whether  to
remain  friendly  to  you,  based  on  how  you  treated  it
while  it  was  charmed.
Bane
1st-­‐‑level  enchantment
Casting  Time:  1  action
Range:  30  feet
Components:  V,  S,  M  (a  drop  of  blood)
Duration:  Concentration,  up  to  1  minute
Up  to  three  creatures  of  your  choice  that  you  can  see
within  range  must  make  Charisma  saving  throws.
Whenever  a  target  that  fails  this  saving  throw  makes
an  attack  roll  or  a  saving  throw  before  the  spell  ends,
the  target  must  roll  a  d4  and  subtract  the  number
rolled  from  the  attack  roll  or  saving  throw.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  2nd  level  or  higher,  you  can  target  one
additional  creature  for  each  slot  level  above  1st.
Banishment
4th-­‐‑level  abjuration
Casting  Time:  1  action
Range:  60  feet
Components:  V,  S,  M  (an  item  distasteful  to  the
target)
Duration:  Concentration,  up  to  1  minute
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.
System  Reference  Document  5.1   121
 If  the  target  is  native  to  the  plane  of  existence
you’re  on,  you  banish  the  target  to  a  harmless
demiplane.  While  there,  the  target  is  incapacitated.
The  target  remains  there  until  the  spell  ends,  at
which  point  the  target  reappears  in  the  space  it  left
or  in  the  nearest  unoccupied  space  if  that  space  is
occupied.
 If  the  target  is  native  to  a  different  plane  of
existence  than  the  one  you’re  on,  the  target  is
banished  with  a  faint  popping  noise,  returning  to  its
home  plane.  If  the  spell  ends  before  1  minute  has
passed,  the  target  reappears  in  the  space  it  left  or  in
the  nearest  unoccupied  space  if  that  space  is
occupied.  Otherwise,  the  target  doesn’t  return.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  5th  level  or  higher,  you  can  target  one
additional  creature  for  each  slot  level  above  4th.
Barkskin
2nd-­‐‑level  transmutation
Casting  Time:  1  action
Range:  Touch
Components:  V,  S,  M  (a  handful  of  oak  bark)
Duration:  Concentration,  up  to  1  hour
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.
Beacon of Hope
3rd-­‐‑level  abjuration
Casting  Time:  1  action
Range:  30  feet
Components:  V,  S
Duration:  Concentration,  up  to  1  minute
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.
Bestow Curse
3rd-­‐‑level  necromancy
Casting  Time:  1  action
Range:  Touch
Components:  V,  S
Duration:  Concentration,  up  to  1  minute
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  GM’s
option,  you  may  choose  an  alternative  curse  effect,
but  it  should  be  no  more  powerful  than  those
described  above.  The  GM  has  final  say  on  such  a
curse’s  effect.
 At  Higher  Levels.  If  you  cast  this  spell  using  a  spell
slot  of  4th  level  or  higher,  the  duration  is
concentration,  up  to  10  minutes.  If  you  use  a  spell
slot  of  5th  level  or  higher,  the  duration  is  8  hours.  If
you  use  a  spell  slot  of  7th  level  or  higher,  the
duration  is  24  hours.  If  you  use  a  9th  level  spell  slot,
the  spell  lasts  until  it  is  dispelled.  Using  a  spell  slot  of
5th  level  or  higher  grants  a  duration  that  doesn’t
require  concentration.
Black Tentacles
4th-­‐‑level  conjuration
Casting  Time:  1  action
Range:  90  feet
Components:  V,  S,  M  (a  piece  of  tentacle  from  a
giant  octopus  or  a  giant  squid)
Duration:  Concentration,  up  to  1  minute
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.
System  Reference  Document  5.1   122
Blade Barrier
6th-­‐‑level  evocation
Casting  Time:  1  action
Range:  90  feet
Components:  V,  S
Duration:  Concentration,  up  to  10  minutes
You  create  a  vertical  wall  of  whirling,  razor-­‐‑sharp
blades  made  of  magical  energy.  The  wall  appears
within  range  and  lasts  for  the  duration.  You  can
make  a  straight  wall  up  to  100  feet  long,  20  feet  high,
and  5  feet  thick,  or  a  ringed  wall  up  to  60  feet  in
diameter,  20  feet  high,  and  5  feet  thick.  The  wall
provides  three-­‐‑quarters  cover  to  creatures  behind  it,
and  its  space  is  difficult  terrain.
 When  a  creature  enters  the  wall’s  area  for  the  first
time  on  a  turn  or  starts  its  turn  there,  the  creature
must  make  a  Dexterity  saving  throw.  On  a  failed  save,
the  creature  takes  6d10  slashing  damage.  On  a
successful  save,  the  creature  takes  half  as  much
damage.
Bless
1st-­‐‑level  enchantment
Casting  Time:  1  action
Range:  30  feet
Components:  V,  S,  M  (a  sprinkling  of  holy  water)
Duration:  Concentration,  up  to  1  minute
You  bless  up  to  three  creatures  of  your  choice  within
range.  Whenever  a  target  makes  an  attack  roll  or  a
saving  throw  before  the  spell  ends,  the  target  can
roll  a  d4  and  add  the  number  rolled  to  the  attack  roll
or  saving  throw.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  2nd  level  or  higher,  you  can  target  one
additional  creature  for  each  slot  level  above  1st.
Blight
4th-­‐‑level  necromancy
Casting  Time:  1  action
Range:  30  feet
Components:  V,  S
Duration:  Instantaneous
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.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  5th  level  or  higher,  the  damage  increases
by  1d8  for  each  slot  level  above  4th.
Blindness/Deafness
2nd-­‐‑level  necromancy
Casting  Time:  1  action
Range:  30  feet
Components:  V
Duration:  1  minute
You  can  blind  or  deafen  a  foe.  Choose  one  creature
that  you  can  see  within  range  to  make  a  Constitution
saving  throw.  If  it  fails,  the  target  is  either  blinded  or
deafened  (your  choice)  for  the  duration.  At  the  end
of  each  of  its  turns,  the  target  can  make  a
Constitution  saving  throw.  On  a  success,  the  spell
ends.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  3rd  level  or  higher,  you  can  target  one
additional  creature  for  each  slot  level  above  2nd.
Blink
3rd-­‐‑level  transmutation
Casting  Time:  1  action
Range:  Self
Components:  V,  S
Duration:  1  minute
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.
System  Reference  Document  5.1   123
Creatures  that  aren’t  there  can’t  perceive  you  or
interact  with  you,  unless  they  have  the  ability  to  do
so.
Blur
2nd-­‐‑level  illusion
Casting  Time:  1  action
Range:  Self
Components:  V
Duration:  Concentration,  up  to  1  minute
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.
Branding Smite
2nd-­‐‑level  evocation
Casting  Time:  1  bonus  action
Range:  Self
Components:  V
Duration:  Concentration,  up  to  1  minute
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.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  3rd  level  or  higher,  the  extra  damage
increases  by  1d6  for  each  slot  level  above  2nd.
Burning Hands
1st-­‐‑level  evocation
Casting  Time:  1  action
Range:  Self  (15-­‐‑foot  cone)
Components:  V,  S
Duration:  Instantaneous
As  you  hold  your  hands  with  thumbs  touching  and
fingers  spread,  a  thin  sheet  of  flames  shoots  forth
from  your  outstretched  fingertips.  Each  creature  in  a
15-­‐‑foot  cone  must  make  a  Dexterity  saving  throw.  A
creature  takes  3d6  fire  damage  on  a  failed  save,  or
half  as  much  damage  on  a  successful  one.
 The  fire  ignites  any  flammable  objects  in  the  area
that  aren’t  being  worn  or  carried.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  2nd  level  or  higher,  the  damage
increases  by  1d6  for  each  slot  level  above  1st.
Call Lightning
3rd-­‐‑level  conjuration
Casting  Time:  1  action
Range:  120  feet
Components:  V,  S
Duration:  Concentration,  up  to  10  minutes
A  storm  cloud  appears  in  the  shape  of  a  cylinder  that
is  10  feet  tall  with  a  60-­‐‑foot  radius,  centered  on  a
point  you  can  see  100  feet  directly  above  you.  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  within  range.  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.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  4th  or  higher  level,  the  damage  increases
by  1d10  for  each  slot  level  above  3rd.
Calm Emotions
2nd-­‐‑level  enchantment
Casting  Time:  1  action
Range:  60  feet
Components:  V,  S
Duration:  Concentration,  up  to  1  minute
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
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of  its  friends  being  harmed.  When  the  spell  ends,  the
creature  becomes  hostile  again,  unless  the  GM  rules
otherwise.
Chain Lightning
6th-­‐‑level  evocation
Casting  Time:  1  action
Range:  150  feet
Components:  V,  S,  M  (a  bit  of  fur;  a  piece  of  amber,
glass,  or  a  crystal  rod;  and  three  silver  pins)
Duration:  Instantaneous
You  create  a  bolt  of  lightning  that  arcs  toward  a
target  of  your  choice  that  you  can  see  within  range.
Three  bolts  then  leap  from  that  target  to  as  many  as
three  other  targets,  each  of  which  must  be  within  30
feet  of  the  first  target.  A  target  can  be  a  creature  or
an  object  and  can  be  targeted  by  only  one  of  the
bolts.
 A  target  must  make  a  Dexterity  saving  throw.  The
target  takes  10d8  lightning  damage  on  a  failed  save,
or  half  as  much  damage  on  a  successful  one.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  7th  level  or  higher,  one  additional  bolt
leaps  from  the  first  target  to  another  target  for  each
slot  level  above  6th.
Charm Person
1st-­‐‑level  enchantment
Casting  Time:  1  action
Range:  30  feet
Components:  V,  S
Duration:  1  hour
You  attempt  to  charm  a  humanoid  you  can  see
within  range.  It  must  make  a  Wisdom  saving  throw,
and  does  so  with  advantage  if  you  or  your
companions  are  fighting  it.  If  it  fails  the  saving  throw,
it  is  charmed  by  you  until  the  spell  ends  or  until  you
or  your  companions  do  anything  harmful  to  it.  The
charmed  creature  regards  you  as  a  friendly
acquaintance.  When  the  spell  ends,  the  creature
knows  it  was  charmed  by  you.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  2nd  level  or  higher,  you  can  target  one
additional  creature  for  each  slot  level  above  1st.  The
creatures  must  be  within  30  feet  of  each  other  when
you  target  them.
Chill Touch
Necromancy  cantrip
Casting  Time:  1  action
Range:  120  feet
Components:  V,  S
Duration:  1  round
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).
Circle of Death
6th-­‐‑level  necromancy
Casting  Time:  1  action
Range:  150  feet
Components:  V,  S,  M  (the  powder  of  a  crushed  black
pearl  worth  at  least  500  gp)
Duration:  Instantaneous
A  sphere  of  negative  energy  ripples  out  in  a  60-­‐‑foot-­‐‑
radius  sphere  from  a  point  within  range.  Each
creature  in  that  area  must  make  a  Constitution
saving  throw.  A  target  takes  8d6  necrotic  damage  on
a  failed  save,  or  half  as  much  damage  on  a  successful
one.
 At  Higher  Levels.  When  you  cast  this  spell  using  a
spell  slot  of  7th  level  or  higher,  the  damage  increases
by  2d6  for  each  slot  level  above  6th.