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Lesser Restoration
Artificer,Bard,Cleric,Druid,Paladin,Ranger
false
false
1 action
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
null
true
true
null
Touch
2
Player's Handbook
Abjuration
false
Instantaneous
Levitate
Artificer,Sorcerer,Wizard
true
false
1 action
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.
null
true
true
Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end
60 feet
2
Player's Handbook
Transmutation
false
Up to 1 minute
Light
Artificer,Bard,Cleric,Sorcerer,Wizard
false
false
1 action
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
null
true
false
A firefly or phosphorescent moss
Touch
0
Player's Handbook
Evocation
false
1 hour
Lightning Arrow
Ranger
true
false
1 bonus action
The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form.
When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
true
true
null
Self
3
Player's Handbook
Transmutation
true
Up to 1 minute
Lightning Bolt
Sorcerer,Wizard
false
false
1 action
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
true
true
A bit of fur and a rod of amber, crystal or glass
Self (100-foot line)
3
Player's Handbook
Evocation
true
Instantaneous
Locate Animals or Plants
Bard,Druid,Ranger
false
true
1 action
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
null
true
true
A bit of fur from a bloodhound
Self
2
Player's Handbook
Divination
false
Instantaneous
Locate Creature
Cleric,Druid,Paladin,Ranger,Wizard
true
false
1 action
Describe or name a creature that is familiar to you. You sense the direction to the creature's lacation, as long as that creature is within 1000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human ar a unicorn), 50 long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
null
true
true
A bit of fur from a bloodhound
Self
4
Player's Handbook
Divination
false
Up to 1 hour
Locate Object
Bard,Cleric,Druid,Paladin,Ranger,Wizard
true
false
1 action
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once, Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
null
true
true
A forked twig
Self
2
Player's Handbook
Divination
false
Up to 10 minutes
Longstrider
Artificer,Bard,Druid,Ranger,Wizard
false
false
1 action
You touch a creature. The target's speed increases by 10 feet until the spell ends.
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.
true
true
A pinch of dirt
Touch
1
Player's Handbook
Transmutation
true
1 hour
Mage Armor
Sorcerer,Wizard
false
false
1 action
You touch a willing creature who isn't wearing armor, and a pratective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
null
true
true
A piece of cured leather
Touch
1
Player's Handbook
Abjuration
false
8 hours
Mage Hand
Artificer,Bard,Sorcerer,Warlock,Wizard
false
false
1 action
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked doar or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.
null
true
true
null
30 feet
0
Player's Handbook
Conjuration
false
Up to 1 minute
Magic Circle
Cleric,Paladin,Warlock
false
false
1 minute
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw; The creature has disadvantage on attack rolls against targets within the cylinder; Targets within the cylinder can't be charmed, frightened, or possessed by the creature. When you cast this spell, you can elect to cause its magic to opera to in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
true
true
Holy water or powdered silver and iron worth at least 100 gp, which the spell consumes
10 feet
3
Player's Handbook
Abjuration
true
1 hour
Magic Jar
Wizard
false
false
1 minute
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spell can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class features. If the target has any class levels, you can't use any of its class features. Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all. While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.
null
true
true
A gem, crystal, reliquary, or some other ornamental container worth at least 500 gp
Self
6
Player's Handbook
Necromancy
false
Until dispelled
Magic Missile
Sorcerer,Wizard
false
false
1 action
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
true
true
null
120 feet
1
Player's Handbook
Evocation
true
Instantaneous
Magic Mouth
Artificer,Bard,Wizard
false
true
1 minute
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
null
true
true
A small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes
30 feet
2
Player's Handbook
Illusion
false
Until dispelled
Magic Weapon
Artificer,Paladin,Wizard
true
false
1 bonus action
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
true
true
null
Touch
2
Player's Handbook
Transmutation
true
Up to 1 hour
Major Image
Bard,Sorcerer,Warlock,Wizard
true
false
1 action
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
true
true
A bit of fleece
120 feet
3
Player's Handbook
Illusion
true
Up to 10 minutes
Mass Cure Wounds
Bard,Cleric,Druid
false
false
1 action
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
true
true
null
60 feet
5
Player's Handbook
Conjuration
true
Instantaneous
Mass Heal
Cleric
false
false
1 action
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
null
true
true
null
60 feet
9
Player's Handbook
Conjuration
false
Instantaneous
Mass Healing Word
Cleric
false
false
1 bonus action
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
true
false
null
60 feet
3
Player's Handbook
Evocation
true
Instantaneous
Mass Suggestion
Bard,Sorcerer,Warlock,Wizard
false
false
1 action
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
true
false
A snake's tongue and either a bit of honeycomb or a drop of sweet oil
60 feet
6
Player's Handbook
Enchantment
true
24 hours
Maze
Wizard
true
false
1 action
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to altempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
null
true
true
null
60 feet
8
Player's Handbook
Conjuration
false
Up to 10 minutes
Meld into Stone
Cleric,Druid
false
true
1 action
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
null
true
true
null
Touch
3
Player's Handbook
Transmutation
false
8 hours
Melf's Acid Arrow
Wizard
false
false
1 action
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.
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.
true
true
Powdered rhubarb leaf and an adder's stomach
90 feet
2
Player's Handbook
Evocation
true
Instantaneous
Mending
Artificer,Bard,Cleric,Druid,Sorcerer,Wizard
false
false
1 minute
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
null
true
true
Two lodestones
Touch
0
Player's Handbook
Transmutation
false
Instantaneous
Message
Artificer,Bard,Sorcerer,Wizard
false
false
1 action
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
null
true
true
A short piece of copper wire
120 feet
0
Player's Handbook
Transmutation
false
1 round
Meteor Swarm
Sorcerer,Wizard
false
false
1 action
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.
null
true
true
null
1 mile
9
Player's Handbook
Evocation
false
Instantaneous
Mind Blank
Bard,Wizard
false
false
1 action
Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
null
true
true
null
Touch
8
Player's Handbook
Abjuration
false
24 hours
Minor Illusion
Bard,Sorcerer,Warlock,Wizard
false
false
1 action
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
null
false
true
A bit of fleece
30 feet
0
Player's Handbook
Illusion
false
1 minute
Mirage Arcane
Bard,Druid,Wizard
false
false
10 minutes
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.
null
true
true
null
Sight
7
Player's Handbook
Illusion
false
10 days
Mirror Image
Sorcerer,Warlock,Wizard
false
false
1 action
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
null
true
true
null
Self
2
Player's Handbook
Illusion
false
1 minute
Mislead
Bard,Wizard
true
false
1 action
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
null
false
true
null
Self
5
Player's Handbook
Illusion
false
Up to 1 hour
Misty Step
Sorcerer,Warlock,Wizard
false
false
1 bonus action
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
null
true
false
null
Self
2
Player's Handbook
Conjuration
false
Instantaneous
Modify Memory
Bard,Wizard
true
false
1 action
You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfeet clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature's true memory.
If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).
true
true
null
30 feet
5
Player's Handbook
Enchantment
true
Up to 1 minute
Moonbeam
Druid
true
false
1 action
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light. On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
true
true
Several seeds of any moonseed plant and a piece of opalescent feldspar
120 feet
2
Player's Handbook
Evocation
true
Up to 1 minute
Mordenkainen's Faithful Hound
Artificer,Wizard
false
false
1 action
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you and can't be harmed. When a small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
null
true
true
A tiny silver whistle, a piece of bone, and a thread
30 feet
4
Player's Handbook
Conjuration
false
8 hours
Mordenkainen's Magnificent Mansion
Bard,Wizard
false
false
1 minute
You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light tires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
null
true
true
A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp
300 feet
7
Player's Handbook
Conjuration
false
24 hours
Mordenkainen's Private Sanctum
Artificer,Wizard
false
false
10 minutes
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: Sound can't pass through the barrier at the edge of the warded area; The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it; Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter; Creatures in the area can't be targeted by divination spells; Nothing can teleport into or out of the warded area; Planar travel is blocked within the warded area. Casting this spell on the same spot every day for a year makes this effect permanent.
When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.
true
true
A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite
120 feet
4
Player's Handbook
Abjuration
true
24 hours
Mordenkainen's Sword
Bard,Wizard
true
false
1 action
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.
null
true
true
A miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp
60 feet
7
Player's Handbook
Evocation
false
Up to 1 minute
Move Earth
Druid,Sorcerer,Wizard
true
false
1 action
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse. Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.
null
true
true
An iron blade and a small bag containing a mixture of soils - clay, loam, and sand
120 feet
6
Player's Handbook
Transmutation
false
Up to 2 hours
Nondetection
Bard,Ranger,Wizard
false
false
1 action
For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.
null
true
true
A pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes
Touch
3
Player's Handbook
Abjuration
false
8 hours
Nystul's Magic Aura
Wizard
false
false
1 action
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.
null
true
true
A small square of silk
Touch
2
Player's Handbook
Illusion
false
24 hours
Otiluke's Freezing Sphere
Wizard
false
false
1 action
A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.
When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.
true
true
A small crystal sphere
300 feet
6
Player's Handbook
Evocation
true
Instantaneous
Otiluke's Resilient Sphere
Artificer,Wizard
true
false
1 action
A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing - not physical objects, energy, or other spell effects - can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.
null
true
true
A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic
30 feet
4
Player's Handbook
Evocation
false
Up to 1 minute
Otto's Irresistible Dance
Bard,Wizard
true
false
1 action
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can't be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
null
true
false
null
30 feet
6
Player's Handbook
Enchantment
false
Up to 1 minute
Pass without Trace
Druid,Ranger
true
false
1 action
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
null
true
true
Ashes from a burned leaf of mistletoe and a sprig of spruce
Self
2
Player's Handbook
Abjuration
false
Up to 1 hour
Passwall
Wizard
false
false
1 action
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
null
true
true
A pinch of sesame seeds
30 feet
5
Player's Handbook
Transmutation
false
1 hour
Phantasmal Force
Bard,Sorcerer,Wizard
true
false
1 action
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps anta the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall - it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking, The target perceives the damage as a type appropriate to the illusion.
null
true
true
A bit of fleece
60 feet
2
Player's Handbook
Illusion
false
Up to 1 minute
Phantasmal Killer
Wizard
true
false
1 action
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
true
true
null
120 feet
4
Player's Handbook
Illusion
true
Up to 1 minute
Phantom Steed
Wizard
false
true
1 minute
A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.
null
true
true
null
30 feet
3
Player's Handbook
Illusion
false
1 hour
Planar Ally
Cleric
false
false
10 minutes
You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific crcature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice). When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple. while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you. As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1000 gp per hour. And a task measured in days (up to 10 days) requires 10000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane. A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.
null
true
true
null
60 feet
6
Player's Handbook
Conjuration
false
Instantaneous
Planar Binding
Bard,Cleric,Druid,Wizard
false
false
1 hour
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell (typically, the creature is first summoned into the center of an inverted magie circle in order to keep it trapped while this spell is cast). At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.
When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th level slot, and to a year and a day with a 9th-level spell slot.
true
true
A jewel worth at least 1000 gp, which the spell consumes
60 feet
5
Player's Handbook
Abjuration
true
24 hours
Plane Shift
Cleric,Druid,Sorcerer,Warlock,Wizard
false
false
1 action
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DM's discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
null
true
true
A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence
Touch
7
Player's Handbook
Conjuration
false
Instantaneous
Plant Growth
Bard,Druid,Ranger
false
false
1 action or 8 hours
This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
null
true
true
null
150 feet
3
Player's Handbook
Transmutation
false
Instantaneous
Poison Spray
Artificer,Druid,Sorcerer,Warlock,Wizard
false
false
1 action
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
null
true
true
null
10 feet
0
Player's Handbook
Conjuration
false
Instantaneous
Polymorph
Bard,Druid,Sorcerer,Wizard
true
false
1 action
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature 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, cast spells, or take any other action that requires hands or speech. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
null
true
true
A caterpillar cocoon
60 feet
4
Player's Handbook
Transmutation
false
Up to 1 hour
Power Word Heal
Bard
false
false
1 action
A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.
null
true
false
null
Touch
9
Player's Handbook
Evocation
false
Instantaneous
Power Word Kill
Bard,Sorcerer,Warlock,Wizard
false
false
1 action
You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.
null
true
false
null
60 feet
9
Player's Handbook
Enchantment
false
Instantaneous
Power Word Stun
Bard,Sorcerer,Warlock,Wizard
false
false
1 action
You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving thraw at the end of each of its turns. On a successful save, this stunning effect ends.
null
true
false
null
60 feet
8
Player's Handbook
Enchantment
false
Instantaneous
Prayer of Healing
Cleric
false
false
10 minutes
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability moditier. This spell has no effect on undead or constructs.
When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
true
false
null
30 feet
2
Player's Handbook
Evocation
true
Instantaneous
Prestidigitation
Artificer,Bard,Sorcerer,Warlock,Wizard
false
false
1 action
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor; You instantaneously light or snuff out a candle, a torch, or a small campfire; You instantaneously clean or soil an object no larger than 1 cubic foot; You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour; You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour; You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
null
true
true
null
10 feet
0
Player's Handbook
Transmutation
false
Up to 1 hour
Prismatic Spray
Sorcerer,Wizard
false
false
1 action
Eight multicolored rays of light flash fram your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1 - Red: The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one; 2 - Orange: The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one; 3 = Yellow: The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one; 4 - Green: The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one; 5 - Blue: The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one; 6 - Indigo: On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind; 7 - Violet: On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded (typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes); 8 - Special: The target is struck by two rays. Roll twice more, rerolling any 8.
null
true
true
null
Self (60-foot cone)
7
Player's Handbook
Evocation
false
Instantaneous
Prismatic Wall
Wizard
false
false
1 action
A shimmering, multicolored plane of light forms a vertical opaque wall - up to 90 feet long, 30 feet high, and 1 inch thick - centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. A rod of cancellation destroys a prismatic wall, but an antimagic field has no effect on it. 1 - Red: The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, nonmagical ranged attacks can't pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it; 2 - Orange: The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, magical ranged attacks can't pass through the wall. The layer is destroyed by a strong wind; 3 - Yellow: The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it; 4 - Green: The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer; 5 - Blue: The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it; 6 - Indigo: On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the creature collects three of a kind. While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a daylight spell or a similar spell of equal or higher level; 7 - Violet: On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another place of the DM's choosing and is no longer blinded (typically,a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes). This layer is destroyed by a dispel magic spell or a similar spell of equal or higher level that can end spells and magical effects.
null
true
true
null
60 feet
9
Player's Handbook
Abjuration
false
10 minutes
Produce Flame
Druid
false
false
1 action
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again. You can also attack with the flame, although doing so ends the spell. Wheo you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th levei (3d8), and 17th level (4d8).
null
true
true
null
Self
0
Player's Handbook
Conjuration
false
10 minutes
Programmed Illusion
Bard,Wizard
false
false
1 action
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears aod remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
null
true
true
A bit of fleece and jade dust worth at least 25 gp
120 feet
6
Player's Handbook
Illusion
false
Until dispelled
Project Image
Bard,Wizard
true
false
1 action
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
null
true
true
A small replica of you made from materials worth at least 5 gp
500 miles
7
Player's Handbook
Illusion
false
Up to 1 day
Protection from Energy
Artificer,Cleric,Druid,Ranger,Sorcerer,Wizard
true
false
1 action
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
null
true
true
null
Touch
3
Player's Handbook
Abjuration
false
Up to 1 hour
Protection from Evil and Good
Cleric,Paladin,Warlock,Wizard
true
false
1 action
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestiais, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
null
true
true
Holy water or powdered silver and iron, which the spell consumes
Touch
1
Player's Handbook
Abjuration
false
Up to 10 minutes
Protection from Poison
Artificer,Cleric,Druid,Paladin,Ranger
false
false
1 action
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
null
true
true
null
Touch
2
Player's Handbook
Abjuration
false
1 hour
Purify Food and Drink
Artificer,Cleric,Druid,Paladin
false
true
1 action
All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
null
true
true
null
10 feet
1
Player's Handbook
Transmutation
false
Instantaneous
Raise Dead
Bard,Cleric,Paladin
false
false
1 hour
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
null
true
true
A diamond worth at least 500 gp, which the spell consumes
Touch
5
Player's Handbook
Necromancy
false
Instantaneous
Rary's Telepathic Bond
Wizard
false
true
1 action
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.
null
true
true
Pieces of eggshell from two different kinds of creatures
30 feet
5
Player's Handbook
Divination
false
1 hour
Ray of Enfeeblement
Warlock,Wizard
true
false
1 action
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
null
true
true
null
60 feet
2
Player's Handbook
Necromancy
false
Up to 1 minute
Ray of Frost
Artificer,Sorcerer,Wizard
false
false
1 action
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
null
true
true
null
60 feet
0
Player's Handbook
Evocation
false
Instantaneous
Ray of Sickness
Sorcerer,Wizard
false
false
1 action
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
true
true
null
60 feet
1
Player's Handbook
Necromancy
true
Instantaneous
Regenerate
Bard,Cleric,Druid
false
false
1 minute
You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.
null
true
true
A prayer wheel and holy water
Touch
7
Player's Handbook
Transmutation
false
1 hour
Reincarnate
Druid
false
false
1 hour
You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails. The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, ar the DM chooses a form. The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
null
true
true
Rare oils and unguents worth at least 1000 gp, which the spell consumes
Touch
5
Player's Handbook
Transmutation
false
Instantaneous
Remove Curse
Cleric,Paladin,Warlock,Wizard
false
false
1 action
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
null
true
true
null
Touch
3
Player's Handbook
Abjuration
false
Instantaneous
Resistance
Artificer,Cleric,Druid
true
false
1 action
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.
null
true
true
A miniature cloak
Touch
0
Player's Handbook
Abjuration
false
Up to 1 minute
Resurrection
Bard,Cleric
false
false
1 hour
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afftict the target on its return to life. This spell doses all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.
null
true
true
A diamond worth at least 1000 gp, which the spell consumes
Touch
7
Player's Handbook
Necromancy
false
Instantaneous
Reverse Gravity
Druid,Sorcerer,Wizard
true
false
1 action
This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down.
null
true
true
A lodestone and iron fillings
100 feet
7
Player's Handbook
Transmutation
false
Up to 1 minute
Revivify
Artificer,Cleric,Paladin
false
false
1 action
You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
null
true
true
Diamonds worth 300 gp, which the spell consumes
Touch
3
Player's Handbook
Conjuration
false
Instantaneous
Rope Trick
Artificer,Wizard
false
false
1 action
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.
null
true
true
Powdered corn extract and a twisted loop of parchment
Touch
2
Player's Handbook
Transmutation
false
1 hour
Sacred Flame
Cleric
false
false
1 action
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
null
true
true
null
60 feet
0
Player's Handbook
Evocation
false
Instantaneous
Sanctuary
Artificer,Cleric
false
false
1 bonus action
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.
null
true
true
A small silver mirror
30 feet
1
Player's Handbook
Abjuration
false
1 minute
Scorching Ray
Sorcerer,Wizard
false
false
1 action
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
true
true
null
120 feet
2
Player's Handbook
Evocation
true
Instantaneous
Scrying
Bard,Cleric,Druid,Warlock,Wizard
true
false
10 minutes
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
null
true
true
A focus worth at least 1000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water
Self
5
Player's Handbook
Divination
false
Up to 10 minutes
Searing Smite
Paladin
true
false
1 bonus action
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.
true
false
null
Self
1
Player's Handbook
Evocation
true
Up to 1 minute
See Invisibility
Artificer,Bard,Sorcerer,Wizard
false
false
1 action
For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
null
true
true
A pinch of talc and a small sprinkling of powdered silver
Self
2
Player's Handbook
Divination
false
1 hour
Seeming
Bard,Sorcerer,Wizard
false
false
1 action
This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. 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 a creature's outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's 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. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
null
true
true
null
30 feet
5
Player's Handbook
Illusion
false
8 hours
Sending
Bard,Cleric,Wizard
false
false
1 action
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.
null
true
true
A short piece of tine copper wire
Unlimited
3
Player's Handbook
Evocation
false
1 round
Sequester
Wizard
false
false
1 action
By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells. If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include 'after 1000 years' or 'when the tarrasque awakens.' This spell also ends if the target takes any damage.
null
true
true
A powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5000 gp, which the spell consumes
Touch
7
Player's Handbook
Transmutation
false
Until dispelled
Shapechange
Druid,Wizard
true
false
1 action
You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the spellcasting trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception; if your new form has more hit points than your current one, your hit points remain at their current value.
null
true
true
A jade circlet worth at least 1500 gp, which you must place on your head before you cast the spell
Self
9
Player's Handbook
Transmutation
false
Up to 1 hour
Shatter
Bard,Sorcerer,Warlock,Wizard
false
false
1 action
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
true
true
A chip of mica
60 feet
2
Player's Handbook
Evocation
true
Instantaneous
Shield
Sorcerer,Wizard
false
false
1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
null
true
true
null
Self
1
Player's Handbook
Abjuration
false
1 round
Shield of Faith
Cleric,Paladin
true
false
1 bonus action
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
null
true
true
A small parchment with a bit of holy text written on it
60 feet
1
Player's Handbook
Abjuration
false
Up to 10 minutes
Shillelagh
Druid
false
false
1 bonus action
The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.
null
true
true
Mistletoe, a shamrock leaf, and a club or quarterstaff
Touch
0
Player's Handbook
Transmutation
false
1 minute
Shocking Grasp
Artificer,Sorcerer,Wizard
false
false
1 action
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
null
true
true
null
Touch
0
Player's Handbook
Evocation
false
Instantaneous
Silence
Bard,Cleric,Ranger
true
true
1 action
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
null
true
true
null
120 feet
2
Player's Handbook
Illusion
false
Up to 10 minutes
Silent Image
Bard,Sorcerer,Wizard
true
false
1 action
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
null
true
true
A bit of fleece
60 feet
1
Player's Handbook
Illusion
false
Up to 10 minutes