recursal/Fanatic-Fandom huggingface dataset:
Infernal Calling

*5th-level conjuration*
 Range
 Components
 Duration

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.

The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master’s control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics.

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. Ifyour check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command— such as “attack my enemies,” “explore the room ahead," or “bear this message to the queen"—until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devil doesn‘t disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual devil’s talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Calm Emotions

*2nd-level enchantment*
 Range
 Components
 Duration

Each humanoid in a 20-foot-radius sphere must make a Charisma saving throw. A creature can choose to fail this save. If a creature fails its saving throw, choose one of the following effects:

* You can suppress any effect causing them to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired.
* You can make them indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target takes damage or if it witnesses any of its friends being harmed.

When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
Disguise Kit

The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity.

**Components:** A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.

**Deception:** In certain cases, a disguise can improve your ability to weave convincing lies.

**Intimidation:** The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully.

**Performance:** A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction.

**Persuasion:** Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective.

**Create Disguise:** As oart of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hdiden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes.

 Spot a disguise being used by someone else
 Copy a humanoid's appearance
Glyph of Warding

*3rd-level abjuration*
 Range
 Components
 Duration

You inscribe a glyph either upon a surface or within an object that can be closed to hide it. It can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast the spell, it ends without being triggered. You decide what triggers the glyph when you cast the spell. Once the glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics, creature kind, or alignment. You can also set conditions for creatures that don't trigger the glyph.

The glyph is nearly invisible and requires a successful Investigation check to be found.

When you inscribe the glyph, choose explosive runes or a spell glyph.

* **Explosive Runes:** When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere. The sphere spreads around corners. Each creature must make a Dexterity save. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failure (your choice when you create the glyph), or half damage on a success.
* **Spell Glyph:** You can store a prepared spell of 3rd level or lower by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the triggering creature. If the spell affects an area, the area is centered on that creature. If the spell summons hostile or harmful things, they appear as close as possible to the creature and attack it. If the spell requires concentration, it lasts for the full duration.

**At Higher Levels:** The damage of an explosive rune glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.
Life Transference

*3rd-level necromancy*
 Range
 Components
 Duration

You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
Investiture of Wind

*6th-level transmutation*
 Range
 Components
 Duration

Until the spell ends, wind whirls around you, and you gain the following benefits:

* Ranged weapon attacks made against you have disad- vantage on the attack roll.
* You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can some- how prevent it.
* You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
Conjure Volley

*5th-level conjuration*
 Range
 Components
 Duration

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range.
Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.
Zone of Truth

*2nd-level enchantment*
 Range
 Components
 Duration

A creature that starts its turn in or enters the 15-foot sphere area you designate can no longer outright lie while in the area unless it succeeds on a Charisma saving throw. You are aware of who passes and who fails and the affected creatures are aware of the restriction.
Mind Blank

*8th-level abjuration*
 Range
 Components
 Duration

Touch a willing creature. It becomes immune to psychic damage and the charmed condition. Additionally, any effect that would sense its emotions, read its thoughts or alter its mind state fails, even if the attempt is from Wish. Divination spells also fail on it.
Circle of Death

*6th-level necromancy*
 Range
 Components
 Duration

Each creature in a 60-foot-radius sphere from a point within range must make a Constitution saving throw, taking 8d6 necrotic damage on a failed save, or half as much on a success.

**At Higher Levels:** The damage increases by 2d6 for each slot level above 6th.
Delayed Blast Fireball

*7th-level evocation*

**Casting Time:** 1 action

**Range:** 150 feet

**Components:** V, S, M (a tiny ball of bat guano and sulfur)

**Duration:** Concentration, up to 1 minute

A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners.

Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6.

If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried.

**At Higher Levels.** When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
Greater Restoration

*5th-level abjuration*
 Range
 Components
 Duration

Touch a creature. You can reduce its exhaustion level by one, or end one of the following effects on it:

* One effect that charmed or petrified it.
* One curse or attunement to a cursed item.
* Any reduction to one ability score.
* One effect reducing hit point maximum.
Witch Bolt

*1st-level evocation*
 Range
 Components
 Duration

Make a ranged spell attack against a creature you can see. On a hit, the target takes 1d12 lightning damage, and on your turn, you can use your action to deal 1d12 lightning damage to the target. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell's range or if it has total cover from you.

**At Higher Levels:** The initial damage increases by 1d12 for each slot level above 1st.
Blinding Smite

*3rd-level evocation*
 Range
 Components
 Duration

The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
Sickening Radiance

*4th-level evocation*
 Range
 Components
 Duration

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius.

This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Ensnaring Strike

*1st-level conjuration*
 Range
 Components
 Duration

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Animate Dead

*3rd-level necromancy*
 Range
 Components
 Duration

Reanimate and control a pile of bones or the corpse of a medium or small humanoid to become a skeleton or zombie, respectively. The undead creature is under control for 24 hours at which point it no longer follows your will. You can reassert control, for another 24 hours, of up to four of these creatures if you cast this spell on them again before the 24 hours is up.

While they are under your control and within 60 feet of you, you can command them as a bonus action. A single command can be issued to as many of your undead minions as you wish and can be specific, like directing movement and what action they will take, or be more general, as in guarding a person or place. They will continue to follow your orders until they are complete or the spell ends, but if you don't command them at all, they will do nothing except defend themselves against attack.

**At Higher Levels:** You animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
Entangle

*1st-level conjuration*
 Range
 Components
 Duration

Plants that grab and entwine fill a 20-foot square with a point of origin that you choose. The area becomes difficult terrain. When the spell ends, the plants wilt away.

If a creature is standing in the area when you cast the spell it must pass a Strength save or be restrained. A restrained creature can release itself by using its action to attempt another Strength save, being freed on a success.
Hex

*1st-level enchantment*
 Range
 Components
 Duration

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A remove curse cast on the target ends this spell early.

When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours.
When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Forbiddance

*6th-level abjuration*
 Range
 Components
 Duration

You create a ward up to 40,000 sq ft big and 30 ft high against magical travel. For the duration, creatures can't teleport into the area or use portals to enter the area. The spell also proofs the area against planar travel.

In addition, the spell damages celestials, elementals, fey, fiends, and undead. Choose one or more types when you cast the spell. When one enters the spell's area or starts its turn there, it takes 5d10 radiant or necrotic damage-- your choice when you cast this spell. When you cast this spell, you can make a password. A creature that says the password as it enters takes no damage.

The spell's area can't overlap with another Forbiddance spell. If you cast this spell every day for 30 days in the same location, it lasts until dispelled, and the material components are consumed on the last casting.
Summon Aberration

***4th level conjuration***

### Components

V,S,M (a pickled tentacle and an eyeball in a platinum-inlaid vial worth at least 400 gp)

### Duration

Concentration, up to 1 hour

You call forth an Aberrant Spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an Aberration of that kind, which determines certain Traits in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.

The creature is an ally to you and your companions. In Combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels.** When you cast this spell using a spell slot of 5th Level or higher, use the higher level wherever the spell's level appears in the stat block.
Dispel Evil and Good

*5th-level abjuration*
 Range
 Components
 Duration

For the duration, celestials, elementals, fey, fiends, and undead not from the material plane have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.

* **Break Enchantment:** Touch a creature that is charmed, frightened, or possessed by a celestial, elemental, fey, fiend, or undead. It's no longer under the effect.
* **Dismissal:** Make a melee spell attack against a celestial, elemental, fey, fiend, or undead. On hit, it must pass a Charisma save or be sent back to its home plane if it isn't there. Undead are sent to Shadowfell and fey are sent to the Feywild.
Investiture of Stone

*6th-level transmutation*
 Range
 Components
 Duration

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
* You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
* You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can’t end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
Fog Cloud

*1st-level conjuration*
 Range
 Components
 Duration

A 20-foot-radius sphere of fog appears within range of you until a wind of at least 10 miles per hour blows it away, or until the spell ends. The fog is centered on a point you choose, spreading around corners and heavily obscuring the area it fills.

**At Higher Levels:** The radius of the fog cloud increases by 20 feet for each spell level you cast this spell above the first.
Maelstrom

*5th-level evocation*
 Range
 Components
 Duration

A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
Guidance

***Divination cantrip***

**Guidance** is a divination available to clerics and druids.

## Description

You touch a willing creature, granting it a 1d4 bonus to one ability check of its choice. The spell then ends. The target can roll the die before or after making the check.

## References

1. ↑ 1.0 1.1 "Guidance." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 248.
2. ↑ "Spells." *Player's Handbook*, by Jeremy Crawford and Mike Mearls, Wizards of the Coast LLC, 2014, pp. 207–213.
Compelled Duel

*1st-level enchantment*
 Range
 Components
 Duration

A creature you can see makes a Wisdom save. If they fail, they have disadvantage when attacking a creature besides you, and they must pass a Wisdom save to move more than 30 feet from you. They only have to pass the save once in order to move freely for the rest of their turn.

If you try to harm any creature besides the target, if a friendly creature tries to harm the target, or if you end your turn more than 30 feet away from the target, the spell ends.
Hold Person

*2nd-level enchantment*
 Range
 Components
 Duration

A humanoid that you can see becomes paralyzed unless they succeed on a Wisdom saving throw. At the end of its turns, it can make another Wisdom save, ending the paralysis on a success.

**At Higher Levels:** You can target one additional humanoid, all within 30 feet of each other, for each level above 2nd.
Immolation

*5th-level evocation*
 Range
 Components
 Duration

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can’t be extinguished by nonmagical means.
If damage from this spell kills a target, the target is turned to ash.
Ice Knife

*1st-level conjuration*
 Range
 Components
 Duration

You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage.

When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Hunter's Mark

*1st-level divination*
 Range
 Components
 Duration

Until the spell ends, you deal an extra 1d6 damage to a creature you can see whenever you hit it with a weapon attack, and you have advantage on Perception and Survival checks to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn to mark a new creature.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd or 4th level, you can concentrate for up to 8 hours. If you use a slot of 5th level or higher, you can concentrate for up to 24 hours.
Cloud of Daggers

*2nd-level conjuration*
 Range
 Components
 Duration

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

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.
Faerie Fire

***1st-level evocation***

Blue, green, or violet lights outline objects inside a 20-foot cube of space. All creatures in the area make a Dexterity save or be cast in light as well. The light cast by this spell illuminates a 10-foot radius.

Attacks against affected creatures are made with advantage, and affected creature or object (if applicable) will no longer be invisible.
Spiritual Weapon

*2nd-level evocation*
 Range
 Components
 Duration

You create a floating weapon that lasts for the duration or until you cast this spell again. It can take any form you choose. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes 1d8 force damage + your spellcasting ability modifier.

As a bonus action, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

**At Higher Levels:** The damage increases by 1d8 for every two slot levels above the 2nd.
Dawn

*5th-level evocation*
 Range
 Components
 Duration

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius.40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
Contagion

*5th-level necromancy*
 Range
 Components
 Duration

Make a melee spell attack. On hit, the target is poisoned.

At the end of each of the target's turns, it makes a Constitution save. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subject to the chosen disease for the spell's duration

* **Blinding Sickness:** The target has disadvantage on Wisdom checks and saves, and is blinded.
* **Filth Fever:** The target has disadvantage on Strength checks, saves, and attack rolls that use Strength.
* **Flesh Rot:** The target has disadvantage on Charisma checks and is vulnerable to all damage.
* **Mindfire:** The target has disadvantage on Intelligence checks and saves, and during combat it acts as if it's under the effects of Confusion.
* **Seizure:** The target has disadvantage on Dexterity checks, saves, and attack rolls that use Dexterity.
* **Slimy Doom:** The target has disadvantage on Constitution checks and saves. Additionally, when it takes damage, it is stunned until the end of its next turn.
Arcane Lock

*2nd-level abjuration*
 Range
 Components
 Duration

A closed entryway you are touching is now locked magically. The door (or window, gate, chest, etc.) will be extra difficult to break or pick the lock of (add 10 to the DC for either) unless the spell is dispelled or suppressed.

You can designate who, in addition to yourself, can open the door normally, and you can set a password that will suppress the spell for 1 minute if spoken within 5 feet of the door. Anyone who casts knock on the door will also suppress the spell for 10 minutes.
Hallow

*5th-level evocation*
 Range
 Components
 Duration

Touch an area. It can have a radius up to 60 feet, and the spell fails if the radius includes an area already affected by Hallow. The affected area is subject to the following effects.

Celestials, elementals, fey, fiends, and undead can't enter the area, nor can they charm, frighten, or possess creatures in it. Any creature under said effect(s) by them is no longer affected after entering the area. You can exclude types of creatures from this.

You can bind an extra effect to the area. Choose an effect from the following list. When a creature that would be affected enters the spell's area for the first time or starts its turn there, it can make a Charisma save. On a success, the creature ignores the extra effect until it leaves.

* **Courage:** Affected creatures can't be frightened while in the area.
* **Darkness:** Darkness fills the area. Normal and magical light lower than this spell's casted level, can't illuminate the area.
* **Daylight:** Bright light fills the area. Magical darkness lower than this spell's casted level, can't put it out.
* **Energy Protection:** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
* **Energy Vulnerability:** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
* **Everlasting Rest:** Dead bodies in the area can't be turned into undead.
* **Extradimensional Interference:** Affected creatures can't move or travel using teleportation or interplanar means.
* **Fear:** Affected creatures are frightened while in the area.
* **Silence:** No sound can emanate from within the area, and no sound can reach into it.
* **Tongues:** Affected creatures can communicate with any other creature in the area, even if they don't share a common language.
Blindness/Deafness

*2nd-level necromancy*
 Range
 Components
 Duration

A creature you can see becomes blinded or deafened unless they succeed at a Constitution saving throw. At the end of its turns, the creature can make another save. If successful, the spell ends.

**At Higher Levels:** You can target one additional creature for each slot level above 2nd.
Leomund's Tiny Hut

*3rd-level evocation*
 Range
 Components
 Duration

A 10-foot-radius dome appears around you and up to nine Medium or smaller creatures in the area. The spell fails if there is a creature larger than Medium or more than nine creatures. The spell ends if you leave its area.

The dome is immobile. Until the spell ends, you can make the inside be dimly lit or dark. The outside is opaque of any color you choose, but is transparent on the inside.

Creatures and objects in the dome's area when you cast the spell can move through it freely. Everything else is unable to enter. Spells and other magical effects can't pass the barrier of the dome on either end. The dome's atmosphere is always comfortable and dry, no matter the outside weather.
Magic Weapon

*2nd-level transmutation*
 Range
 Components
 Duration

Touch a non-magical weapon. It becomes magical with a +1 to attack and damage rolls until the spell ends.

**At Higher Levels:** When you use a spell slot of 4th or 5th level, the bonus increases to +2. When you use a spell slot of 6th or higher, the bonus is +3.
Bestow Curse

*3rd-level necromancy*
 Range
 Components
 Duration

A creature you touch must make a Wisdom saving throw or receive one of the following curses:

* Disadvantage on ability checks and saves for an ability score of your choice
* Disadvantage on attacks against you
* Wastes turns unless it passes a Wisdom save at the start of each turn
* Takes an extra 1d8 necrotic damage whenever hit by one of your attacks or spells

A DM can rule that another curse of your choosing is acceptable as long as its effect is on a level with the above options.

The spell ends early if a Remove Curse spell is cast on the target.

**At Higher Levels:** If you cast this spell using a 4th level slot, the possible duration is extended to 10 minutes. If you use a 5th or 6th level slot, the duration is 8 hours. If you use a 7th or 8th level slot, the duration is 24 hours. If you use a 9th level slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Confusion

***4th level enchantment***

Each creature in a 10-foot-radius sphere makes a Wisdom save. On a success, nothing happens. On a failure, the target can't take reactions and must roll a d10 at the start of each of its turns. This determines its action that turn. At the end its turn, it can make a Wisdom save. If it succeeds, the spell ends.

 2-6
 7/8
 9/10

**At Higher Levels:** The radius of the sphere increases by 5 feet for each slot level above 4th.
Harm

***6th-level necromancy***

A creature you can see must make a Constitution save. It takes 14d6 necrotic damage on a fail, or half on a success. Also on a fail, its hit point maximum is reduced by the damage it took for 1 hour, but the spell can't reduce it below 1. Creatures immune to disease are unaffected by this spell, and effects that end disease relieve the reduced hit point maximum.
Alter Self

*2nd-level transmutation*
 Range
 Components
 Duration

You take on one of three physical adaptations: aquatic, appearance, or natural weapons.

Aquatic adaptations allow you to breathe underwater and swim as fast as you walk.

Adapting your appearance can involve any of your natural physical features, even to that of another race, though your statistics stay the same and you cannot change your basic body structure.

And you can grow fangs, claws, horns, or any other natural weapon you choose with the natural weapons adaptation. If you take the natural weapons adaptation, your unarmed strikes will then deal 1d6 damage of the most appropriate of bludgeoning, piercing, or slashing. The natural weapon you grow is also magic and gives you a +1 bonus to both the attack rolls and damage you deal with it.
Magic Circle

*3rd-level abjuration*
 Range
 Components
 Duration

A 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a visible point on the ground appears. 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 teleport or use interplanar travel, it must succeed on a Charisma save.
* The creature has disadvantage on attacks against targets in 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 operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

**At Higher Levels:** The duration increases by 1 hour for each slot level above 3rd.
Flame Arrows

*3rd-level transmutation*
 Range
 Components
 Duration

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

When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.
Enervation

*5th-level necromancy*
 Range
 Components
 Duration

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends ifyou use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Disguise Self

*1st-level illusion*
 Range
 Components
 Duration

Until the spell ends or you use an action to dismiss it, you can disguise yourself magically in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The illusion can include your clothes, armor, weapons, and other belongings on your person.

The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. Someone may also use an action to make an investigation check against your spell save DC.
Silent Image

*1st-level illusion*
 Range
 Components
 Duration

You create an image that is no larger than a 15-foot cube. The image appears at an unoccupied spot and lasts for the duration. The image is only visual. If anything passes through it, it's revealed to be an illusion.

You can use your action to cause the image to move to any spot in range. As the image changes location, you can alter its appearance so that its movements appear natural for the image.

A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Elemental Bane

*4th-level transmutation*
 Range
 Components
 Duration

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

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.
Lizardfolk

## Lizardfolk Traits

* **Ability Score Increase:** Your Constitution score increases by 2, and your Wisdom score increases by 1.
* **Size:** Medium.
* **Speed:** Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
* **Bite:** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
* **Cunning Artisan:** As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.
* **Hold Breath:** You can hold your breath for up to 15 minutes at a time.
* **Hunter's Lore:** You gain proficiency with two of the following skills of your choice: Animal Handling, Nature, Perception, Stealth, and Survival.
* **Natural Armor:** You have tough, scaly skin. When you aren't wearing armor, your AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
* **Hungry Jaws:** In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your bite. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.
* **Languages:** You can speak, read, and write Common and Draconic.
Disintegrate

*6th-level transmutation*
 Range
 Components
 Duration

Choose a target. It can be a creature, an object, or a creation of magical force. If it's a creature, it makes a Dexterity save. On a failed save, it takes 10d6 + 40 force damage. If this damage leaves the target with 0 hit points, it is disintegrated.

A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by True Resurrection or Wish.

This spell automatically disintegrates a Large or smaller non-magical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

**At Higher Levels:** The damage increases by 3d6 for each slot level above 6th.
Dissonant Whispers

*1st-level enchantment*
 Range
 Components
 Duration

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

When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st
Locate Creature

*4th-level divination*
 Range
 Components
 Duration

Describe or name a creature familiar to you. You sense the direction to the creature's location, as long as its within 1000 feet of you. If the creature is in motion, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest of a specific kind, as long as you have seen it while within 30 feet of it. If the creature is in a different form, the spell doesn't work. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
Planar Binding

*5th-level abjuration*
 Range
 Components
 Duration

You attempt to bind a celestial, elemental, fey, or fiend to your service. It must be within range for the entire casting of the spell. At completion, it makes a Charisma save. If it fails, it's bound to serve you for the duration. If the creature was brought by another spell, its duration is extended.

A bound creature must follow your instructions to the best of its ability. It obeys the letter of your instructions, but if it's hostile, it may twist your words to achieve its own goals. If the creature carries out your instructions completely before the spell ends, it reports this to you if you're on the same plane of existence. If you're not, it returns to where you bound it and remains there until the spell ends.

**At Higher Levels:** When you cast this spell using a 6th-level slot, the duration increases to 10 days. With a 7th-level slot, 30 days. With an 8th-level slot, 180 days. At 9th-level, a year and a day.
Mind Sliver

***Enchantment cantrip***

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d6 when you reach certain levels: 5th Level (2d6), 11th level (3d6), and 17th level (4d6).
Gust of Wind

*2nd-level evocation*
 Range
 Components
 Duration

A strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose. Each creature that starts its turn in the line must pass a Strength save or be pushed 15 feet away in the line's direction.

Any creature in the line must spend 2 feet of movement for every 1 foot when moving closer to you.

The gust disperses gas or vapor, and it extinguishes unprotected flames. Protected flames have a 50 percent chance of being extinguished.

As a bonus action, you can change the line's direction.
Frostbite

***Evocation cantrip***

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Magic Stone

***Transmutation cantrip***

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.

If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
Identify

*1st-level divination*
 Range
 Components
 Duration

Touch one object through the casting of the spell. If it is a magic object, you learn its properties and how to use them, if it requires attunement, and how many charges it has if any. You learn if any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Astral Projection

***9th-level necromancy***

You and up to eight willing creatures within range project yourselves into the Astral Plane. The material body you leave behind is unconscious and in a state of suspended animation.

Your astral body resembles your normal form in almost every way. The main difference is a cord that extends from your back and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. If the cord is cut, you die instantly.

Your astral form can pass through portals leading to any other plane. If you enter a new plane or return to the plane you were on, your body and possessions are transported, allowing you to re-enter your body. Any damage or other effects that apply to your astral form have no effect on your physical body, nor do they persist when you return to it.

The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body and awakens.

A successful Dispel Magic spell used against an astral or physical body ends the spell for that creature. If a creature's original body or astral form drops to 0 hit points, the spell ends for it and it returns to its body.

If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies.
Detect Magic

*1st-level divination*
 Range
 Components
 Duration

An aura forms around objects or creatures you can see, indicating that it is magical. It must be within 30 feet. You also learn its school of magic, if it has one.

This spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.