DRAGON ADVENTURES
D20 RPG BETA
This work includes material taken from the System Reference
Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document.
The
SRD 5.1 is licensed under the Creative Commons Attribution
THE QUEST FOR THE GOLDEN ARROWS
Spells
Spellcasting
Magic permeates fantasy gaming worlds and often
appears in the form of a spell.
This section provides the rules for casting spells.
Different character classes have distinctive ways of
learning and preparing their spells, and monsters
use spells in unique ways. Regardless of its source, a
spell follows the rules here.
What Is a Spell?
A spell is a discrete magical effect, a single shaping of
the magical energies that suffuse the multiverse into
a specific, limited expression. In casting a spell, a
character carefully plucks at the invisible strands of
raw magic suffusing the world, pins them in place in
a particular pattern, sets them vibrating in a specific
way, and then releases them to unleash the desired
effect—in most cases, all in the span of seconds.
Spells can be versatile tools, weapons, or
protective wards. They can deal damage or undo it,
impose or remove conditions (see appendix PH-‐‑A),
drain life energy away, and restore life to the dead.
Uncounted thousands of spells have been created
over the course of the multiverse’s history, and
many of them are long forgotten. Some might yet lie
recorded in crumbling spellbooks hidden in ancient
ruins or trapped in the minds of dead gods. Or they
might someday be reinvented by a character who
has amassed enough power and wisdom to do so.
Spell Level
Every spell has a level from 0 to 9. A spell’s level is a
general indicator of how powerful it is, with the
lowly (but still impressive) magic missile at 1st level
and the earth-‐‑shaking wish at 9th. Cantrips—simple
but powerful spells that characters can cast almost
by rote—are level 0. The higher a spell’s level, the
higher level a spellcaster must be to use that spell.
Spell level and character level don’t correspond
directly. Typically, a character has to be at least 17th
level, not 9th level, to cast a 9th-‐‑level spell.
Known and Prepared Spells
Before a spellcaster can use a spell, he or she must
have the spell firmly fixed in mind, or must have
access to the spell in a magic item. Members of a few
classes, including bards and sorcerers, have a limited
list of spells they know that are always fixed in mind.
The same thing is true of many magic-‐‑using
monsters. Other spellcasters, such as clerics and
wizards, undergo a process of preparing spells. This
process varies for different classes, as detailed in
their descriptions.
In every case, the number of spells a caster can
have fixed in mind at any given time depends on the
character’s level.
Spell Slots
Regardless of how many spells a caster knows or
prepares, he or she can cast only a limited number of
spells before resting. Manipulating the fabric of
magic and channeling its energy into even a simple
spell is physically and mentally taxing, and higher-‐‑
level spells are even more so. Thus, each spellcasting
class’s description (except that of the warlock)
includes a table showing how many spell slots of
each spell level a character can use at each character
level. For example, the 3rd-‐‑level wizard Umara has
four 1st-‐‑level spell slots and two 2nd-‐‑level slots.
When a character casts a spell, he or she expends a
slot of that spell’s level or higher, effectively “filling”
a slot with the spell. You can think of a spell slot as a
groove of a certain size—small for a 1st-‐‑level slot,
larger for a spell of higher level. A 1st-‐‑level spell fits
into a slot of any size, but a 9th-‐‑level spell fits only in
a 9th-‐‑level slot. So when Umara casts magic missile, a
1st-‐‑level spell, she spends one of her four 1st-‐‑level
slots and has three remaining.
Finishing a long rest restores any expended spell
slots.
Some characters and monsters have special
abilities that let them cast spells without using spell
slots. For example, a monk who follows the Way of
the Four Elements, a warlock who chooses certain
eldritch invocations, and a pit fiend from the Nine
Hells can all cast spells in such a way.
Casting a Spell at a Higher Level
When a spellcaster casts a spell using a slot that is of
a higher level than the spell, the spell assumes the
higher level for that casting. For instance, if Umara
casts magic missile using one of her 2nd-‐‑level slots,
that magic missile is 2nd level. Effectively, the spell
expands to fill the slot it is put into.
Some spells, such as magic missile and cure
wounds, have more powerful effects when cast at a
higher level, as detailed in a spell’s description.
Casting in Armor
Because of the mental focus and precise gestures required
for spellcasting, you must be proficient with the armor you
are wearing to cast a spell. You are otherwise too distracted
and physically hampered by your armor for spellcasting.
System Reference Document 5.1 101
Cantrips
A cantrip is a spell that can be cast at will, without
using a spell slot and without being prepared in
advance. Repeated practice has fixed the spell in the
caster’s mind and infused the caster with the magic
needed to produce the effect over and over. A
cantrip’s spell level is 0.
Rituals
Certain spells have a special tag: ritual. Such a spell
can be cast following the normal rules for
spellcasting, or the spell can be cast as a ritual. The
ritual version of a spell takes 10 minutes longer to
cast than normal. It also doesn’t expend a spell slot,
which means the ritual version of a spell can’t be
cast at a higher level.
To cast a spell as a ritual, a spellcaster must have a
feature that grants the ability to do so. The cleric and
the druid, for example, have such a feature. The
caster must also have the spell prepared or on his or
her list of spells known, unless the character’s ritual
feature specifies otherwise, as the wizard’s does.
Casting a Spell
When a character casts any spell, the same basic
rules are followed, regardless of the character’s class
or the spell’s effects.
Each spell description begins with a block of
information, including the spell’s name, level, school
of magic, casting time, range, components, and
duration. The rest of a spell entry describes the
spell’s effect.
Casting Time
Most spells require a single action to cast, but some
spells require a bonus action, a reaction, or much
more time to cast.
Bonus Action
A spell cast with a bonus action is especially swift.
You must use a bonus action on your turn to cast the
spell, provided that you haven’t already taken a
bonus action this turn. You can’t cast another spell
during the same turn, except for a cantrip with a
casting time of 1 action.
Reactions
Some spells can be cast as reactions. These spells
take a fraction of a second to bring about and are
cast in response to some event. If a spell can be cast
as a reaction, the spell description tells you exactly
when you can do so.
Longer Casting Times
Certain spells (including spells cast as rituals)
require more time to cast: minutes or even hours.
When you cast a spell with a casting time longer
than a single action or reaction, you must spend your
action each turn casting the spell, and you must
maintain your concentration while you do so (see
“Concentration” below). If your concentration is
broken, the spell fails, but you don’t expend a spell
slot. If you want to try casting the spell again, you
must start over.
Range
The target of a spell must be within the spell’s range.
For a spell like magic missile, the target is a creature.
For a spell like fireball, the target is the point in
space where the ball of fire erupts.
Most spells have ranges expressed in feet. Some
spells can target only a creature (including you) that
you touch. Other spells, such as the shield spell, affect
only you. These spells have a range of self.
Spells that create cones or lines of effect that
originate from you also have a range of self,
indicating that the origin point of the spell’s effect
must be you (see “Areas of Effect”).
Once a spell is cast, its effects aren’t limited by its
range, unless the spell’s description says otherwise.
Components
A spell’s components are the physical requirements
you must meet in order to cast it. Each spell’s
description indicates whether it requires verbal (V),
somatic (S), or material (M) components. If you can’t
provide one or more of a spell’s components, you are
unable to cast the spell.
Verbal (V)
Most spells require the chanting of mystic words.
The words themselves aren’t the source of the spell’s
power; rather, the particular combination of sounds,
with specific pitch and resonance, sets the threads of
magic in motion. Thus, a character who is gagged or
in an area of silence, such as one created by the
silence spell, can’t cast a spell with a verbal
component.
Somatic (S)
Spellcasting gestures might include a forceful
gesticulation or an intricate set of gestures. If a spell
System Reference Document 5.1 102
requires a somatic component, the caster must have
free use of at least one hand to perform these gestures.
Material (M)
Casting some spells requires particular objects,
specified in parentheses in the component entry. A
character can use a component pouch or a
spellcasting focus (found in “Equipment”) in place
of the components specified for a spell. But if a cost
is indicated for a component, a character must have
that specific component before he or she can cast the
spell.
If a spell states that a material component is
consumed by the spell, the caster must provide this
component for each casting of the spell.
A spellcaster must have a hand free to access a
spell’s material components—or to hold a
spellcasting focus—but it can be the same hand that
he or she uses to perform somatic components.
Duration
A spell’s duration is the length of time the spell
persists. A duration can be expressed in rounds,
minutes, hours, or even years. Some spells specify
that their effects last until the spells are dispelled or
destroyed.
Instantaneous
Many spells are instantaneous. The spell harms,
heals, creates, or alters a creature or an object in a
way that can’t be dispelled, because its magic exists
only for an instant.
Concentration
Some spells require you to maintain concentration in
order to keep their magic active. If you lose
concentration, such a spell ends.
If a spell must be maintained with concentration,
that fact appears in its Duration entry, and the spell
specifies how long you can concentrate on it. You
can end concentration at any time (no action
required).
Normal activity, such as moving and attacking,
doesn’t interfere with concentration. The following
factors can break concentration:
• Casting another spell that requires
concentration. You lose concentration on a spell
if you cast another spell that requires
concentration. You can’t concentrate on two spells
at once.
• Taking damage. Whenever you take damage
while you are concentrating on a spell, you must
make a Constitution saving throw to maintain
your concentration. The DC equals 10 or half the
damage you take, whichever number is higher. If
you take damage from multiple sources, such as an
arrow and a dragon’s breath, you make a separate
saving throw for each source of damage.
• Being incapacitated or killed. You lose
concentration on a spell if you are incapacitated or
if you die.
The GM might also decide that certain
environmental phenomena, such as a wave crashing
over you while you’re on a storm-‐‑tossed ship,
require you to succeed on a DC 10 Constitution
saving throw to maintain concentration on a spell.
Targets
A typical spell requires you to pick one or more
targets to be affected by the spell’s magic. A spell’s
description tells you whether the spell targets
creatures, objects, or a point of origin for an area of
effect (described below).
Unless a spell has a perceptible effect, a creature
might not know it was targeted by a spell at all. An
effect like crackling lightning is obvious, but a more
subtle effect, such as an attempt to read a creature’s
thoughts, typically goes unnoticed, unless a spell
says otherwise.
A Clear Path to the Target
To target something, you must have a clear path to it,
so it can’t be behind total cover.
If you place an area of effect at a point that you
can’t see and an obstruction, such as a wall, is
between you and that point, the point of origin
comes into being on the near side of that obstruction.
Targeting Yourself
If a spell targets a creature of your choice, you can
choose yourself, unless the creature must be hostile
or specifically a creature other than you. If you are in
the area of effect of a spell you cast, you can target
yourself.
Areas of Effect
Spells such as burning hands and cone of cold cover
an area, allowing them to affect multiple creatures at
once.
A spell’s description specifies its area of effect,
which typically has one of five different shapes: cone,
cube, cylinder, line, or sphere. Every area of effect
has a point of origin, a location from which the
spell’s energy erupts. The rules for each shape
System Reference Document 5.1 103
specify how you position its point of origin. Typically,
a point of origin is a point in space, but some spells
have an area whose origin is a creature or an object.
A spell’s effect expands in straight lines from the
point of origin. If no unblocked straight line extends
from the point of origin to a location within the area
of effect, that location isn’t included in the spell’s
area. To block one of these imaginary lines, an
obstruction must provide total cover.
Cone
A cone extends in a direction you choose from its
point of origin. A cone’s width at a given point along
its length is equal to that point’s distance from the
point of origin. A cone’s area of effect specifies its
maximum length.
A cone’s point of origin is not included in the
cone’s area of effect, unless you decide otherwise.
Cube
You select a cube’s point of origin, which lies
anywhere on a face of the cubic effect. The cube’s
size is expressed as the length of each side.
A cube’s point of origin is not included in the
cube’s area of effect, unless you decide otherwise.
Cylinder
A cylinder’s point of origin is the center of a circle of
a particular radius, as given in the spell description.
The circle must either be on the ground or at the
height of the spell effect. The energy in a cylinder
expands in straight lines from the point of origin to
the perimeter of the circle, forming the base of the
cylinder. The spell’s effect then shoots up from the
base or down from the top, to a distance equal to the
height of the cylinder.
A cylinder’s point of origin is included in the
cylinder’s area of effect.
Line
A line extends from its point of origin in a straight
path up to its length and covers an area defined by
its width.
A line’s point of origin is not included in the line’s
area of effect, unless you decide otherwise.
Sphere
You select a sphere’s point of origin, and the sphere
extends outward from that point. The sphere’s size is
expressed as a radius in feet that extends from the
point.
A sphere’s point of origin is included in the
sphere’s area of effect.
Saving Throws
Many spells specify that a target can make a saving
throw to avoid some or all of a spell’s effects. The
spell specifies the ability that the target uses for the
save and what happens on a success or failure.
The DC to resist one of your spells equals 8 + your
spellcasting ability modifier + your proficiency
bonus + any special modifiers.
Attack Rolls
Some spells require the caster to make an attack roll
to determine whether the spell effect hits the
intended target. Your attack bonus with a spell
attack equals your spellcasting ability modifier +
your proficiency bonus.
Most spells that require attack rolls involve
ranged attacks. Remember that you have
disadvantage on a ranged attack roll if you are within
5 feet of a hostile creature that can see you and that
isn’t incapacitated.
The Schools of Magic
Academies of magic group spells into eight categories called
schools of magic. Scholars, particularly wizards, apply these
categories to all spells, believing that all magic functions in
essentially the same way, whether it derives from rigorous
study or is bestowed by a deity.
The schools of magic help describe spells; they have no
rules of their own, although some rules refer to the schools.
Abjuration spells are protective in nature, though some of
them have aggressive uses. They create magical barriers,
negate harmful effects, harm trespassers, or banish creatures
to other planes of existence.
Conjuration spells involve the transportation of objects
and creatures from one location to another. Some spells
summon creatures or objects to the caster’s side, whereas
others allow the caster to teleport to another location. Some
conjurations create objects or effects out of nothing.
Divination spells reveal information, whether in the form
of secrets long forgotten, glimpses of the future, the
locations of hidden things, the truth behind illusions, or
visions of distant people or places.
Enchantment spells affect the minds of others, influencing
or controlling their behavior. Such spells can make enemies
see the caster as a friend, force creatures to take a course of
action, or even control another creature like a puppet.
Evocation spells manipulate magical energy to produce a
desired effect. Some call up blasts of fire or lightning. Others
channel positive energy to heal wounds.
Illusion spells deceive the senses or minds of others. They
cause people to see things that are not there, to miss things
that are there, to hear phantom noises, or to remember
things that never happened. Some illusions create phantom images that
any creature can see, but the most insidious
illusions plant an image directly in the mind of a creature.
Necromancy spells manipulate the energies of life and
death. Such spells can grant an extra reserve of life force,
drain the life energy from another creature, create the
undead, or even bring the dead back to life.
Creating the undead through the use of necromancy spells
such as animate dead is not a good act, and only evil casters
use such spells frequently.
Transmutation spells change the properties of a creature,
object, or environment. They might turn an enemy into a
harmless creature, bolster the strength of an ally, make an
object move at the caster’s command, or enhance a creature’s
innate healing abilities to rapidly recover from injury.
Combining Magical Effects
The effects of different spells add together while the
durations of those spells overlap. The effects of the
same spell cast multiple times don’t combine,
however. Instead, the most potent effect—such as
the highest bonus—from those castings applies
while their durations overlap.
For example, if two clerics cast bless on the same
target, that character gains the spell’s benefit only
once; he or she doesn’t get to roll two bonus dice.
Spell Lists
Bard Spells
Cantrips (0 Level)
Dancing Lights
Light
Mage Hand
Mending
Message
Minor Illusion
Prestidigitation
True Strike
Vicious Mockery
1st Level
Animal Friendship
Bane
Charm Person
Comprehend Languages
Cure Wounds
Detect Magic
Disguise Self
Faerie Fire
Feather Fall
Healing Word
Heroism
Hideous Laughter
Identify
Illusory Script
Longstrider
Silent Image
Sleep
Speak with Animals
Thunderwave
Unseen Servant
2nd Level
Animal Messenger
Blindness/Deafness
Calm Emotions
Detect Thoughts
Enhance Ability
Enthrall
Heat Metal
Hold Person
Invisibility
Knock
Lesser Restoration
Locate Animals or Plants
Locate Object
Magic Mouth
See Invisibility
Shatter
Silence
Suggestion
Zone of Truth
3rd Level
Bestow Curse
Clairvoyance
Dispel Magic
Fear
Glyph of Warding
Hypnotic Pattern
Major Image
Nondetection
Plant Growth
Sending
Speak with Dead
Speak with Plants
Stinking Cloud
Tiny Hut
Tongues
4th Level
Compulsion
Confusion
Dimension Door
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Locate Creature
Polymorph
5th Level
Animate Objects
Awaken
Dominate Person
Dream
Geas
Greater Restoration
Hold Monster
Legend Lore
Mass Cure Wounds
Mislead
Modify Memory
Planar Binding
Raise Dead
Scrying
Seeming
Teleportation Circle
6th Level
Eyebite
System Reference Document 5.1 106
Find the Path
Guards and Wards
Irresistible Dance
Mass Suggestion
Programmed Illusion
True Seeing
7th Level
Arcane Sword
Etherealness
Forcecage
Magnificent Mansion
Mirage Arcane
Project Image
Regenerate
Resurrection
Symbol
Teleport
8th Level
Dominate Monster
Feeblemind
Glibness
Mind Blank
Power Word Stun
9th Level
Foresight
Power Word Kill
True Polymorph
Cleric Spells
Cantrips (0 Level)
Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy
1st Level
Bane
Bless
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith
2nd Level
Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
Protection from Poison
Silence
Spiritual Weapon
Warding Bond
Zone of Truth
3rd Level
Animate Dead
Beacon of Hope
Bestow Curse
Clairvoyance
Create Food and Water
Daylight
Dispel Magic
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Water Walk
4th Level
Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
System Reference Document 5.1 107
Locate Creature
Stone Shape
5th Level
Commune
Contagion
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying
6th Level
Blade Barrier
Create Undead
Find the Path
Forbiddance
Harm
Heal
Heroes’ Feast
Planar Ally
True Seeing
Word of Recall
7th Level
Conjure Celestial
Divine Word
Etherealness
Fire Storm
Plane Shift
Regenerate
Resurrection
Symbol
8th Level
Antimagic Field
Control Weather
Earthquake
Holy Aura
9th Level
Astral Projection
Gate
Mass Heal
True Resurrection
Druid Spells
Cantrips (0 Level)
Druidcraft
Guidance
Mending
Poison Spray
Produce Flame
Resistance
Shillelagh
1st Level
Animal Friendship
Charm Person
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Faerie Fire
Fog Cloud
Goodberry
Healing Word
Jump
Longstrider
Purify Food and Drink
Speak with Animals
Thunderwave
2nd Level
Animal Messenger
Barkskin
Darkvision
Enhance Ability
Find Traps
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Hold Person
Lesser Restoration
Locate Animals or Plants
Locate Object
Moonbeam
Pass without Trace
Protection from Poison
Spike Growth
3rd Level
Call Lightning
Conjure Animals
Daylight
Dispel Magic
System Reference Document 5.1 108
Meld into Stone
Plant Growth
Protection from Energy
Sleet Storm
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Giant Insect
Hallucinatory Terrain
Ice Storm
Locate Creature
Polymorph
Stone Shape
Stoneskin
Wall of Fire
5th Level
Antilife Shell
Awaken
Commune with Nature
Conjure Elemental
Contagion
Geas
Greater Restoration
Insect Plague
Mass Cure Wounds
Planar Binding
Reincarnate
Scrying
Tree Stride
Wall of Stone
6th Level
Conjure Fey
Find the Path
Heal
Heroes’ Feast
Move Earth
Sunbeam
Transport via Plants
Wall of Thorns
Wind Walk
7th Level
Fire Storm
Mirage Arcane
Plane Shift
Regenerate
Reverse Gravity
8th Level
Animal Shapes
Antipathy/Sympathy
Control Weather
Earthquake
Feeblemind
Sunburst
9th Level
Foresight
Shapechange
Storm of Vengeance
True Resurrection
Paladin Spells
1st Level
Bless
Command
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Heroism
Protection from Evil and Good
Purify Food and Drink
Shield of Faith
2nd Level
Aid
Branding Smite
Find Steed
Lesser Restoration
Locate Object
Magic Weapon
Protection from Poison
Zone of Truth
3rd Level
Create Food and Water
Daylight
Dispel Magic
Magic Circle
Remove Curse
Revivify
System Reference Document 5.1 109
4th Level
Banishment
Death Ward
Locate Creature
5th Level
Dispel Evil and Good
Geas
Raise Dead
Ranger Spells
1st Level
Alarm
Animal Friendship
Cure Wounds
Detect Magic
Detect Poison and Disease
Fog Cloud
Goodberry
Hunter's Mark
Jump
Longstrider
Speak with Animals
2nd Level
Animal Messenger
Barkskin
Darkvision
Find Traps
Lesser Restoration
Locate Animals or Plants
Locate Object
Pass without Trace
Protection from Poison
Silence
Spike Growth
3rd Level
Conjure Animals
Daylight
Nondetection
Plant Growth
Protection from Energy
Speak with Plants
Water Breathing
Water Walk
Wind Wall
4th Level
Conjure Woodland Beings
Freedom of Movement
Locate Creature
Stoneskin
5th Level
Commune with Nature
Tree Stride
Sorcerer Spells
Cantrips (0 Level)
Acid Splash
Chill Touch
Dancing Lights
Fire Bolt
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st Level
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Jump
Mage Armor
Magic Missile
Shield
Silent Image
Sleep
Thunderwave
2nd Level
Alter Self
Blindness/Deafness
Blur
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Gust of Wind
System Reference Document 5.1 110
Hold Person
Invisibility
Knock
Levitate
Mirror Image
Misty Step
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web
3rd Level
Blink
Clairvoyance
Counterspell
Daylight
Dispel Magic
Fear
Fireball
Fly
Gaseous Form
Haste
Hypnotic Pattern
Lightning Bolt
Major Image
Protection from Energy
Sleet Storm
Slow
Stinking Cloud
Tongues
Water Breathing
Water Walk
4th Level
Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Stoneskin
Wall of Fire
5th Level
Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Disintegrate
Eyebite
Globe of Invulnerability
Mass Suggestion
Move Earth
Sunbeam
True Seeing
7th Level
Delayed Blast Fireball
Etherealness
Finger of Death
Fire Storm
Plane Shift
Prismatic Spray
Reverse Gravity
Teleport
8th Level
Dominate Monster
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
9th Level
Gate
Meteor Swarm
Power Word Kill
Time Stop
Wish
Warlock Spells
Cantrips (0 Level)
Chill Touch
Eldritch Blast
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
True Strike
System Reference Document 5.1 111
1st Level
Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Illusory Script
Protection from Evil and Good
Unseen Servant
2nd Level
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Spider Climb
Suggestion
3rd Level
Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Vampiric Touch
4th Level
Banishment
Blight
Dimension Door
Hallucinatory Terrain
5th Level
Contact Other Plane
Dream
Hold Monster
Scrying
6th Level
Circle of Death
Conjure Fey
Create Undead
Eyebite
Flesh to Stone
Mass Suggestion
True Seeing
7th Level
Etherealness
Finger of Death
Forcecage
Plane Shift
8th Level
Demiplane
Dominate Monster
Feeblemind
Glibness
Power Word Stun
9th Level
Astral Projection
Foresight
Imprisonment
Power Word Kill
True Polymorph
Wizard Spells
Cantrips (0 Level)
Acid Splash
Chill Touch
Dancing Lights
Fire Bolt
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
1st Level
Alarm
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Find Familiar
Floating Disk
System Reference Document 5.1 112
Fog Cloud
Grease
Hideous Laughter
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Magic Missile
Protection from Evil and Good
Shield
Silent Image
Sleep
Thunderwave
Unseen Servant
2nd Level
Acid Arrow
Alter Self
Arcane Lock
Arcanist’s Magic Aura
Blindness/Deafness
Blur
Continual Flame
Darkness
Darkvision
Detect Thoughts
Enlarge/Reduce
Flaming Sphere
Gentle Repose
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Locate Object
Magic Mouth
Magic Weapon
Mirror Image
Misty Step
Ray of Enfeeblement
Rope Trick
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web
3rd Level
Animate Dead
Bestow Curse
Blink
Clairvoyance
Counterspell
Dispel Magic
Fear
Fireball
Fly
Gaseous Form
Glyph of Warding
Haste
Hypnotic Pattern
Lightning Bolt
Magic Circle
Major Image
Nondetection
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Stinking Cloud
Tiny Hut
Tongues
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Black Tentacles
Blight
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Fabricate
Faithful Hound
Fire Shield
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Locate Creature
Phantasmal Killer
Polymorph
Private Sanctum
Resilient Sphere
Secret Chest
Stone Shape
Stoneskin
Wall of Fire
5th Level
Animate Objects
System Reference Document 5.1 113
Arcane Hand
Cloudkill
Cone of Cold
Conjure Elemental
Contact Other Plane
Creation
Dominate Person
Dream
Geas
Hold Monster
Legend Lore
Mislead
Modify Memory
Passwall
Planar Binding
Scrying
Seeming
Telekinesis
Telepathic Bond
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Freezing Sphere
Globe of Invulnerability
Guards and Wards
Instant Summons
Irresistible Dance
Magic Jar
Mass Suggestion
Move Earth
Programmed Illusion
Sunbeam
True Seeing
Wall of Ice
7th Level
Arcane Sword
Delayed Blast Fireball
Etherealness
Finger of Death
Forcecage
Magnificent Mansion
Mirage Arcane
Plane Shift
Prismatic Spray
Project Image
Reverse Gravity
Sequester
Simulacrum
Symbol
Teleport
8th Level
Antimagic Field
Antipathy/Sympathy
Clone
Control Weather
Demiplane
Dominate Monster
Feeblemind
Incendiary Cloud
Maze
Mind Blank
Power Word Stun
Sunburst
9th Level
Astral Projection
Foresight
Gate
Imprisonment
Meteor Swarm
Power Word Kill
Prismatic Wall
Shapechange
Time Stop
True Polymorph
Weird
Wish
System Reference Document 5.1 114
Spell Descriptions
Acid Arrow
2nd-‐‑level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (powdered rhubarb leaf and an
adder’s stomach)
Duration: Instantaneous
A shimmering green arrow streaks toward a target
within range and bursts in a spray of acid. Make a
ranged spell attack against the target. On a hit, the
target takes 4d4 acid damage immediately and 2d4
acid damage at the end of its next turn. On a miss,
the arrow splashes the target with acid for half as
much of the initial damage and no damage at the end
of its next turn.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage (both
initial and later) increases by 1d4 for each slot level
above 2nd.
Acid Splash
Conjuration cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one creature
within range, or choose two creatures within range
that are within 5 feet of each other. A target must
succeed on a Dexterity saving throw or take 1d6 acid
damage.
This spell’s damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).
Aid
2nd-‐‑level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours
Your spell bolsters your allies with toughness and
resolve. Choose up to three creatures within range.
Each target’s hit point maximum and current hit
points increase by 5 for the duration.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, a target’s hit points
increase by an additional 5 for each slot level above
2nd.
Alarm
1st-‐‑level abjuration (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a tiny bell and a piece of fine
silver wire)
Duration: 8 hours
You set an alarm against unwanted intrusion.
Choose a door, a window, or an area within range
that is no larger than a 20-‐‑foot cube. Until the spell
ends, an alarm alerts you whenever a Tiny or larger
creature touches or enters the warded area. When
you cast the spell, you can designate creatures that
won’t set off the alarm. You also choose whether the
alarm is mental or audible.
A mental alarm alerts you with a ping in your
mind if you are within 1 mile of the warded area.
This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand
bell for 10 seconds within 60 feet.
Alter Self
2nd-‐‑level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 hour
You assume a different form. When you cast the spell,
choose one of the following options, the effects of
which last for the duration of the spell. While the
spell lasts, you can end one option as an action to
gain the benefits of a different one.
Aquatic Adaptation. You adapt your body to an
aquatic environment, sprouting gills and growing
webbing between your fingers. You can breathe
underwater and gain a swimming speed equal to
your walking speed.
Change Appearance. You transform your
appearance. You decide what you look like, including
your height, weight, facial features, sound of your
voice, hair length, coloration, and distinguishing
characteristics, if any. You can make yourself appear
as a member of another race, though none of your
statistics change. You also can’t appear as a creature
of a different size than you, and your basic shape
stays the same; if you’re bipedal, you can’t use this
spell to become quadrupedal, for instance. At any
System Reference Document 5.1 115
time for the duration of the spell, you can use your
action to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines,
horns, or a different natural weapon of your choice.
Your unarmed strikes deal 1d6 bludgeoning,
piercing, or slashing damage, as appropriate to the
natural weapon you chose, and you are proficient
with your unarmed strikes. Finally, the natural
weapon is magic and you have a +1 bonus to the
attack and damage rolls you make using it.
Animal Friendship
1st-‐‑level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
This spell lets you convince a beast that you mean it
no harm. Choose a beast that you can see within
range. It must see and hear you. If the beast's
Intelligence is 4 or higher, the spell fails. Otherwise,
the beast must succeed on a Wisdom saving throw
or be charmed by you for the spell's duration. If you
or one of your companions harms the target, the
spells ends.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can affect one
additional beast t level above 1st.
Animal Messenger
2nd-‐‑level enchantment (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a morsel of food)
Duration: 24 hours
By means of this spell, you use an animal to deliver a
message. Choose a Tiny beast you can see within
range, such as a squirrel, a blue jay, or a bat. You
specify a location, which you must have visited, and
a recipient who matches a general description, such
as “a man or woman dressed in the uniform of the
town guard” or “a red-‐‑haired dwarf wearing a
pointed hat.” You also speak a message of up to
twenty-‐‑five words. The target beast travels for the
duration of the spell toward the specified location,
covering about 50 miles per 24 hours for a flying
messenger, or 25 miles for other animals.
When the messenger arrives, it delivers your
message to the creature that you described,
replicating the sound of your voice. The messenger
speaks only to a creature matching the description
you gave. If the messenger doesn’t reach its
destination before the spell ends, the message is lost,
and the beast makes its way back to where you cast
this spell.
At Higher Levels. If you cast this spell using a spell
slot of 3nd level or higher, the duration of the spell
increases by 48 hours for each slot level above 2nd.
Animal Shapes
8th-‐‑level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 24 hours
Your magic turns others into beasts. Choose any
number of willing creatures that you can see within
range. You transform each target into the form of a
Large or smaller beast with a challenge rating of 4 or
lower. On subsequent turns, you can use your action
to transform affected creatures into new forms.
The transformation lasts for the duration for each
target, or until the target drops to 0 hit points or dies.
You can choose a different form for each target. A
target’s game statistics are replaced by the statistics
of the chosen beast, though the target retains its
alignment and Intelligence, Wisdom, and Charisma
scores. The target assumes the hit points of its new
form, and when it reverts to its normal form, it
returns to the number of hit points it had before it
transformed. If it reverts as a result of dropping to 0
hit points, any excess damage carries over to its
normal form. As long as the excess damage doesn’t
reduce the creature’s normal form to 0 hit points, it
isn’t knocked unconscious. The creature is limited in
the actions it can perform by the nature of its new
form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The
target can’t activate, wield, or otherwise benefit
from any of its equipment.
Animate Dead
3rd-‐‑level necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (a drop of blood, a piece of
flesh, and a pinch of bone dust)
Duration: Instantaneous
This spell creates an undead servant. Choose a pile
of bones or a corpse of a Medium or Small humanoid
within range. Your spell imbues the target with a
foul mimicry of life, raising it as an undead creature.
The target becomes a skeleton if you chose bones or
System Reference Document 5.1 116
a zombie if you chose a corpse (the GM has the
creature’s game statistics).
On each of your turns, you can use a bonus action
to mentally command any creature you made with
this spell if the creature is within 60 feet of you (if
you control multiple creatures, you can command
any or all of them at the same time, issuing the same
command to each one). You decide what action the
creature will take and where it will move during its
next turn, or you can issue a general command, such
as to guard a particular chamber or corridor. If you
issue no commands, the creature only defends itself
against hostile creatures. Once given an order, the
creature continues to follow it until its task is
complete.
The creature is under your control for 24 hours,
after which it stops obeying any command you’ve
given it. To maintain control of the creature for
another 24 hours, you must cast this spell on the
creature again before the current 24-‐‑hour period
ends. This use of the spell reasserts your control
over up to four creatures you have animated with
this spell, rather than animating a new one.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, you animate or
reassert control over two additional undead
creatures for each slot level above 3rd. Each of the
creatures must come from a different corpse or pile
of bones.
Animate Objects
5th-‐‑level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Objects come to life at your command. Choose up to
ten nonmagical objects within range that are not
being worn or carried. Medium targets count as two
objects, Large targets count as four objects, Huge
targets count as eight objects. You can’t animate any
object larger than Huge. Each target animates and
becomes a creature under your control until the
spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any
creature you made with this spell if the creature is
within 500 feet of you (if you control multiple
creatures, you can command any or all of them at the
same time, issuing the same command to each one).
You decide what action the creature will take and
where it will move during its next turn, or you can
issue a general command, such as to guard a
particular chamber or corridor. If you issue no
commands, the creature only defends itself against
hostile creatures. Once given an order, the creature
continues to follow it until its task is complete.
Animated Object Statistics
Size HP AC Attack Str Dex
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12
Large 50 10 +6 to hit, 2d10 + 2
damage
14 10
Huge 80 10 +8 to hit, 2d12 + 4
damage
18 6
An animated object is a construct with AC, hit
points, attacks, Strength, and Dexterity determined
by its size. Its Constitution is 10 and its Intelligence
and Wisdom are 3, and its Charisma is 1. Its speed is
30 feet; if the object lacks legs or other appendages it
can use for locomotion, it instead has a flying speed
of 30 feet and can hover. If the object is securely
attached to a surface or a larger object, such as a
chain bolted to a wall, its speed is 0. It has blindsight
with a radius of 30 feet and is blind beyond that
distance. When the animated object drops to 0 hit
points, it reverts to its original object form, and any
remaining damage carries over to its original object
form.
If you command an object to attack, it can make a
single melee attack against a creature within 5 feet
of it. It makes a slam attack with an attack bonus and
bludgeoning damage determined by its size. The GM
might rule that a specific object inflicts slashing or
piercing damage based on its form.
At Higher Levels. If you cast this spell using a spell
slot of 6th level or higher, you can animate two
additional objects for each slot level above 5th.
Antilife Shell
5th-‐‑level abjuration
Casting Time: 1 action
Range: Self (10-‐‑foot radius)
Components: V, S
Duration: Concentration, up to 1 hour
A shimmering barrier extends out from you in a 10-‐‑
foot radius and moves with you, remaining centered
on you and hedging out creatures other than undead
and constructs. The barrier lasts for the duration.
The barrier prevents an affected creature from
passing or reaching through. An affected creature
can cast spells or make attacks with ranged or reach
weapons through the barrier.
System Reference Document 5.1 117
If you move so that an affected creature is forced
to pass through the barrier, the spell ends.
Antimagic Field
8th-‐‑level abjuration
Casting Time: 1 action
Range: Self (10-‐‑foot-‐‑radius sphere)
Components: V, S, M (a pinch of powdered iron or
iron filings)
Duration: Concentration, up to 1 hour
A 10-‐‑foot-‐‑radius invisible sphere of antimagic
surrounds you. This area is divorced from the
magical energy that suffuses the multiverse. Within
the sphere, spells can’t be cast, summoned creatures
disappear, and even magic items become mundane.
Until the spell ends, the sphere moves with you,
centered on you.
Spells and other magical effects, except those
created by an artifact or a deity, are suppressed in
the sphere and can’t protrude into it. A slot
expended to cast a suppressed spell is consumed.
While an effect is suppressed, it doesn’t function, but
the time it spends suppressed counts against its
duration.
Targeted Effects. Spells and other magical effects,
such as magic missile and charm person, that target a
creature or an object in the sphere have no effect on
that target.
Areas of Magic. The area of another spell or
magical effect, such as fireball, can’t extend into the
sphere. If the sphere overlaps an area of magic, the
part of the area that is covered by the sphere is
suppressed. For example, the flames created by a
wall of fire are suppressed within the sphere,
creating a gap in the wall if the overlap is large
enough.
Spells. Any active spell or other magical effect on a
creature or an object in the sphere is suppressed
while the creature or object is in it.
Magic Items. The properties and powers of magic
items are suppressed in the sphere. For example, a
+1 longsword in the sphere functions as a
nonmagical longsword.
A magic weapon’s properties and powers are
suppressed if it is used against a target in the sphere
or wielded by an attacker in the sphere. If a magic
weapon or a piece of magic ammunition fully leaves
the sphere (for example, if you fire a magic arrow or
throw a magic spear at a target outside the sphere),
the magic of the item ceases to be suppressed as
soon as it exits.
Magical Travel. Teleportation and planar travel
fail to work in the sphere, whether the sphere is the
destination or the departure point for such magical
travel. A portal to another location, world, or plane
of existence, as well as an opening to an
extradimensional space such as that created by the
rope trick spell, temporarily closes while in the
sphere.
Creatures and Objects. A creature or object
summoned or created by magic temporarily winks
out of existence in the sphere. Such a creature
instantly reappears once the space the creature
occupied is no longer within the sphere.
Dispel Magic. Spells and magical effects such as
dispel magic have no effect on the sphere. Likewise,
the spheres created by different antimagic field
spells don’t nullify each other.
Antipathy/Sympathy
8th-‐‑level enchantment
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (either a lump of alum soaked
in vinegar for the antipathy effect or a drop of
honey for the sympathy effect)
Duration: 10 days
This spell attracts or repels creatures of your choice.
You target something within range, either a Huge or
smaller object or creature or an area that is no larger
than a 200-‐‑foot cube. Then specify a kind of
intelligent creature, such as red dragons, goblins, or
vampires. You invest the target with an aura that
either attracts or repels the specified creatures for
the duration. Choose antipathy or sympathy as the
aura’s effect.
Antipathy. The enchantment causes creatures of
the kind you designated to feel an intense urge to
leave the area and avoid the target. When such a
creature can see the target or comes within 60 feet
of it, the creature must succeed on a Wisdom saving
throw or become frightened. The creature remains
frightened while it can see the target or is within 60
feet of it. While frightened by the target, the creature
must use its movement to move to the nearest safe
spot from which it can’t see the target. If the creature
moves more than 60 feet from the target and can’t
see it, the creature is no longer frightened, but the
creature becomes frightened again if it regains sight
of the target or moves within 60 feet of it.
Sympathy. The enchantment causes the specified
creatures to feel an intense urge to approach the
target while within 60 feet of it or able to see it.
System Reference Document 5.1 118
When such a creature can see the target or comes
within 60 feet of it, the creature must succeed on a
Wisdom saving throw or use its movement on each
of its turns to enter the area or move within reach of
the target. When the creature has done so, it can’t
willingly move away from the target.
If the target damages or otherwise harms an
affected creature, the affected creature can make a
Wisdom saving throw to end the effect, as described
below.
Ending the Effect. If an affected creature ends its
turn while not within 60 feet of the target or able to
see it, the creature makes a Wisdom saving throw.
On a successful save, the creature is no longer
affected by the target and recognizes the feeling of
repugnance or attraction as magical. In addition, a
creature affected by the spell is allowed another
Wisdom saving throw every 24 hours while the spell
persists.
A creature that successfully saves against this
effect is immune to it for 1 minute, after which time
it can be affected again.
Arcane Eye
4th-‐‑level divination
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a bit of bat fur)
Duration: Concentration, up to 1 hour
You create an invisible, magical eye within range
that hovers in the air for the duration.
You mentally receive visual information from the
eye, which has normal vision and darkvision out to
30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in
any direction. There is no limit to how far away from
you the eye can move, but it can’t enter another
plane of existence. A solid barrier blocks the eye’s
movement, but the eye can pass through an opening
as small as 1 inch in diameter.
Arcane Hand
5th-‐‑level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (an eggshell and a snakeskin
glove)
Duration: Concentration, up to 1 minute
You create a Large hand of shimmering, translucent
force in an unoccupied space that you can see within
range. The hand lasts for the spell’s duration, and it
moves at your command, mimicking the movements
of your own hand.
The hand is an object that has AC 20 and hit points
equal to your hit point maximum. If it drops to 0 hit
points, the spell ends. It has a Strength of 26 (+8)
and a Dexterity of 10 (+0). The hand doesn’t fill its
space.
When you cast the spell and as a bonus action on
your subsequent turns, you can move the hand up to
60 feet and then cause one of the following effects
with it.
Clenched Fist. The hand strikes one creature or
object within 5 feet of it. Make a melee spell attack
for the hand using your game statistics. On a hit, the
target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a
creature within 5 feet of it in a direction you choose.
Make a check with the hand’s Strength contested by
the Strength (Athletics) check of the target. If the
target is Medium or smaller, you have advantage on
the check. If you succeed, the hand pushes the target
up to 5 feet plus a number of feet equal to five times
your spellcasting ability modifier. The hand moves
with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a
Huge or smaller creature within 5 feet of it. You use
the hand’s Strength score to resolve the grapple. If
the target is Medium or smaller, you have advantage
on the check. While the hand is grappling the target,
you can use a bonus action to have the hand crush it.
When you do so, the target takes bludgeoning
damage equal to 2d6 + your spellcasting ability
modifier.
Interposing Hand. The hand interposes itself
between you and a creature you choose until you
give the hand a different command. The hand moves
to stay between you and the target, providing you
with half cover against the target. The target can’t
move through the hand’s space if its Strength score
is less than or equal to the hand’s Strength score. If
its Strength score is higher than the hand’s Strength
score, the target can move toward you through the
hand’s space, but that space is difficult terrain for the
target.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage from the
clenched fist option increases by 2d8 and the
damage from the grasping hand increases by 2d6 for
each slot level above 5th.
Arcane Lock
2nd-‐‑level abjuration
Casting Time: 1 action
System Reference Document 5.1 119
Range: Touch
Components: V, S, M (gold dust worth at least 25 gp,
which the spell consumes)
Duration: Until dispelled
You touch a closed door, window, gate, chest, or
other entryway, and it becomes locked for the
duration. You and the creatures you designate when
you cast this spell can open the object normally. You
can also set a password that, when spoken within 5
feet of the object, suppresses this spell for 1 minute.
Otherwise, it is impassable until it is broken or the
spell is dispelled or suppressed. Casting knock on the
object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more
difficult to break or force open; the DC to break it or
pick any locks on it increases by 10.
Arcane Sword
7th-‐‑level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a miniature platinum sword
with a grip and pommel of copper and zinc, worth
250 gp)
Duration: Concentration, up to 1 minute
You create a sword-‐‑shaped plane of force that
hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell
attack against a target of your choice within 5 feet of
the sword. On a hit, the target takes 3d10 force
damage. Until the spell ends, you can use a bonus
action on each of your turns to move the sword up to
20 feet to a spot you can see and repeat this attack
against the same target or a different one.
Arcanist’s Magic Aura
2nd-‐‑level illusion
Casting Time: 1 action
Range: Touch
Components: V, S, M (a small square of silk)
Duration: 24 hours
You place an illusion on a creature or an object you
touch so that divination spells reveal false
information about it. The target can be a willing
creature or an object that isn’t being carried or worn
by another creature.
When you cast the spell, choose one or both of the
following effects. The effect lasts for the duration. If
you cast this spell on the same creature or object
every day for 30 days, placing the same effect on it
each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target
appears to spells and magical effects, such as detect
magic, that detect magical auras. You can make a
nonmagical object appear magical, a magical object
appear nonmagical, or change the object’s magical
aura so that it appears to belong to a specific school
of magic that you choose. When you use this effect
on an object, you can make the false magic apparent
to any creature that handles the item.
Mask. You change the way the target appears to
spells and magical effects that detect creature types,
such as a paladin’s Divine Sense or the trigger of a
symbol spell. You choose a creature type and other
spells and magical effects treat the target as if it
were a creature of that type or of that alignment.
Astral Projection
9th-‐‑level necromancy
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (for each creature you affect
with this spell, you must provide one jacinth
worth at least 1,000 gp and one ornately carved
bar of silver worth at least 100 gp, all of which the
spell consumes)
Duration: Special
You and up to eight willing creatures within range
project your astral bodies into the Astral Plane (the
spell fails and the casting is wasted if you are already
on that plane). The material body you leave behind
is unconscious and in a state of suspended
animation; it doesn’t need food or air and doesn’t
age.
Your astral body resembles your mortal form in
almost every way, replicating your game statistics
and possessions. The principal difference is the
addition of a silvery cord that extends from between
your shoulder blades and trails behind you, fading to
invisibility after 1 foot. This cord is your tether to
your material body. As long as the tether remains
intact, you can find your way home. If the cord is
cut—something that can happen only when an effect
specifically states that it does—your soul and body
are separated, killing you instantly.
Your astral form can freely travel through the
Astral Plane and can pass through portals there
leading to any other plane. If you enter a new plane
or return to the plane you were on when casting this
spell, your body and possessions are transported
along the silver cord, allowing you to re-‐‑enter your
body as you enter the new plane. Your astral form is
a separate incarnation. Any damage or other effects
System Reference Document 5.1 120
that apply to it have no effect on your physical body,
nor do they persist when you return to it.
The spell ends for you and your companions when
you use your action to dismiss it. When the spell
ends, the affected creature returns to its physical
body, and it awakens.
The spell might also end early for you or one of
your companions. A successful dispel magic spell
used against an astral or physical body ends the spell
for that creature. If a creature’s original body or its
astral form drops to 0 hit points, the spell ends for
that creature. If the spell ends and the silver cord is
intact, the cord pulls the creature’s astral form back
to its body, ending its state of suspended animation.
If you are returned to your body prematurely,
your companions remain in their astral forms and
must find their own way back to their bodies, usually
by dropping to 0 hit points.
Augury
2nd-‐‑level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones,
or similar tokens worth at least 25 gp)
Duration: Instantaneous
By casting gem-‐‑inlaid sticks, rolling dragon bones,
laying out ornate cards, or employing some other
divining tool, you receive an omen from an
otherworldly entity about the results of a specific
course of action that you plan to take within the next
30 minutes. The GM chooses from the following
possible omens:
• Weal, for good results
• Woe, for bad results
• Weal and woe, for both good and bad results
• Nothing, for results that aren’t especially good or
bad
The spell doesn’t take into account any possible
circumstances that might change the outcome, such
as the casting of additional spells or the loss or gain
of a companion.
If you cast the spell two or more times before
completing your next long rest, there is a cumulative
25 percent chance for each casting after the first that
you get a random reading. The GM makes this roll in
secret.
Awaken
5th-‐‑level transmutation
Casting Time: 8 hours
Range: Touch
Components: V, S, M (an agate worth at least 1,000
gp, which the spell consumes)
Duration: Instantaneous
After spending the casting time tracing magical
pathways within a precious gemstone, you touch a
Huge or smaller beast or plant. The target must have
either no Intelligence score or an Intelligence of 3 or
less. The target gains an Intelligence of 10. The
target also gains the ability to speak one language
you know. If the target is a plant, it gains the ability
to move its limbs, roots, vines, creepers, and so forth,
and it gains senses similar to a human’s. Your GM
chooses statistics appropriate for the awakened
plant, such as the statistics for the awakened shrub
or the awakened tree.
The awakened beast or plant is charmed by you
for 30 days or until you or your companions do
anything harmful to it. When the charmed condition
ends, the awakened creature chooses whether to
remain friendly to you, based on how you treated it
while it was charmed.
Bane
1st-‐‑level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of blood)
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see
within range must make Charisma saving throws.
Whenever a target that fails this saving throw makes
an attack roll or a saving throw before the spell ends,
the target must roll a d4 and subtract the number
rolled from the attack roll or saving throw.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Banishment
4th-‐‑level abjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the
target)
Duration: Concentration, up to 1 minute
You attempt to send one creature that you can see
within range to another plane of existence. The
target must succeed on a Charisma saving throw or
be banished.
System Reference Document 5.1 121
If the target is native to the plane of existence
you’re on, you banish the target to a harmless
demiplane. While there, the target is incapacitated.
The target remains there until the spell ends, at
which point the target reappears in the space it left
or in the nearest unoccupied space if that space is
occupied.
If the target is native to a different plane of
existence than the one you’re on, the target is
banished with a faint popping noise, returning to its
home plane. If the spell ends before 1 minute has
passed, the target reappears in the space it left or in
the nearest unoccupied space if that space is
occupied. Otherwise, the target doesn’t return.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, you can target one
additional creature for each slot level above 4th.
Barkskin
2nd-‐‑level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful of oak bark)
Duration: Concentration, up to 1 hour
You touch a willing creature. Until the spell ends, the
target’s skin has a rough, bark-‐‑like appearance, and
the target’s AC can’t be less than 16, regardless of
what kind of armor it is wearing.
Beacon of Hope
3rd-‐‑level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell bestows hope and vitality. Choose any
number of creatures within range. For the duration,
each target has advantage on Wisdom saving throws
and death saving throws, and regains the maximum
number of hit points possible from any healing.
Bestow Curse
3rd-‐‑level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch a creature, and that creature must
succeed on a Wisdom saving throw or become
cursed for the duration of the spell. When you cast
this spell, choose the nature of the curse from the
following options:
• Choose one ability score. While cursed, the target
has disadvantage on ability checks and saving
throws made with that ability score.
• While cursed, the target has disadvantage on
attack rolls against you.
• While cursed, the target must make a Wisdom
saving throw at the start of each of its turns. If it
fails, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells
deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the GM’s
option, you may choose an alternative curse effect,
but it should be no more powerful than those
described above. The GM has final say on such a
curse’s effect.
At Higher Levels. If you cast this spell using a spell
slot of 4th level or higher, the duration is
concentration, up to 10 minutes. If you use a spell
slot of 5th level or higher, the duration is 8 hours. If
you use a spell slot of 7th level or higher, the
duration is 24 hours. If you use a 9th level spell slot,
the spell lasts until it is dispelled. Using a spell slot of
5th level or higher grants a duration that doesn’t
require concentration.
Black Tentacles
4th-‐‑level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a piece of tentacle from a
giant octopus or a giant squid)
Duration: Concentration, up to 1 minute
Squirming, ebony tentacles fill a 20-‐‑foot square on
ground that you can see within range. For the
duration, these tentacles turn the ground in the area
into difficult terrain.
When a creature enters the affected area for the
first time on a turn or starts its turn there, the
creature must succeed on a Dexterity saving throw
or take 3d6 bludgeoning damage and be restrained
by the tentacles until the spell ends. A creature that
starts its turn in the area and is already restrained
by the tentacles takes 3d6 bludgeoning damage.
A creature restrained by the tentacles can use its
action to make a Strength or Dexterity check (its
choice) against your spell save DC. On a success, it
frees itself.
System Reference Document 5.1 122
Blade Barrier
6th-‐‑level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You create a vertical wall of whirling, razor-‐‑sharp
blades made of magical energy. The wall appears
within range and lasts for the duration. You can
make a straight wall up to 100 feet long, 20 feet high,
and 5 feet thick, or a ringed wall up to 60 feet in
diameter, 20 feet high, and 5 feet thick. The wall
provides three-‐‑quarters cover to creatures behind it,
and its space is difficult terrain.
When a creature enters the wall’s area for the first
time on a turn or starts its turn there, the creature
must make a Dexterity saving throw. On a failed save,
the creature takes 6d10 slashing damage. On a
successful save, the creature takes half as much
damage.
Bless
1st-‐‑level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within
range. Whenever a target makes an attack roll or a
saving throw before the spell ends, the target can
roll a d4 and add the number rolled to the attack roll
or saving throw.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Blight
4th-‐‑level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Necromantic energy washes over a creature of your
choice that you can see within range, draining
moisture and vitality from it. The target must make a
Constitution saving throw. The target takes 8d8
necrotic damage on a failed save, or half as much
damage on a successful one. This spell has no effect
on undead or constructs.
If you target a plant creature or a magical plant, it
makes the saving throw with disadvantage, and the
spell deals maximum damage to it.
If you target a nonmagical plant that isn’t a
creature, such as a tree or shrub, it doesn’t make a
saving throw; it simply withers and dies.
At Higher Levels. When you cast this spell using a
spell slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.
Blindness/Deafness
2nd-‐‑level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature
that you can see within range to make a Constitution
saving throw. If it fails, the target is either blinded or
deafened (your choice) for the duration. At the end
of each of its turns, the target can make a
Constitution saving throw. On a success, the spell
ends.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
Blink
3rd-‐‑level transmutation
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Roll a d20 at the end of each of your turns for the
duration of the spell. On a roll of 11 or higher, you
vanish from your current plane of existence and
appear in the Ethereal Plane (the spell fails and the
casting is wasted if you were already on that plane).
At the start of your next turn, and when the spell
ends if you are on the Ethereal Plane, you return to
an unoccupied space of your choice that you can see
within 10 feet of the space you vanished from. If no
unoccupied space is available within that range, you
appear in the nearest unoccupied space (chosen at
random if more than one space is equally near). You
can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear
the plane you originated from, which is cast in
shades of gray, and you can’t see anything there
more than 60 feet away. You can only affect and be
affected by other creatures on the Ethereal Plane.
System Reference Document 5.1 123
Creatures that aren’t there can’t perceive you or
interact with you, unless they have the ability to do
so.
Blur
2nd-‐‑level illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering
to all who can see you. For the duration, any
creature has disadvantage on attack rolls against you.
An attacker is immune to this effect if it doesn’t rely
on sight, as with blindsight, or can see through
illusions, as with truesight.
Branding Smite
2nd-‐‑level evocation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
The next time you hit a creature with a weapon
attack before this spell ends, the weapon gleams
with astral radiance as you strike. The attack deals
an extra 2d6 radiant damage to the target, which
becomes visible if it's invisible, and the target sheds
dim light in a 5-‐‑foot radius and can't become
invisible until the spell ends.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the extra damage
increases by 1d6 for each slot level above 2nd.
Burning Hands
1st-‐‑level evocation
Casting Time: 1 action
Range: Self (15-‐‑foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and
fingers spread, a thin sheet of flames shoots forth
from your outstretched fingertips. Each creature in a
15-‐‑foot cone must make a Dexterity saving throw. A
creature takes 3d6 fire damage on a failed save, or
half as much damage on a successful one.
The fire ignites any flammable objects in the area
that aren’t being worn or carried.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage
increases by 1d6 for each slot level above 1st.
Call Lightning
3rd-‐‑level conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
A storm cloud appears in the shape of a cylinder that
is 10 feet tall with a 60-‐‑foot radius, centered on a
point you can see 100 feet directly above you. The
spell fails if you can’t see a point in the air where the
storm cloud could appear (for example, if you are in
a room that can’t accommodate the cloud).
When you cast the spell, choose a point you can
see within range. A bolt of lightning flashes down
from the cloud to that point. Each creature within 5
feet of that point must make a Dexterity saving
throw. A creature takes 3d10 lightning damage on a
failed save, or half as much damage on a successful
one. On each of your turns until the spell ends, you
can use your action to call down lightning in this way
again, targeting the same point or a different one.
If you are outdoors in stormy conditions when you
cast this spell, the spell gives you control over the
existing storm instead of creating a new one. Under
such conditions, the spell’s damage increases by
1d10.
At Higher Levels. When you cast this spell using a
spell slot of 4th or higher level, the damage increases
by 1d10 for each slot level above 3rd.
Calm Emotions
2nd-‐‑level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
You attempt to suppress strong emotions in a group
of people. Each humanoid in a 20-‐‑foot-‐‑radius sphere
centered on a point you choose within range must
make a Charisma saving throw; a creature can
choose to fail this saving throw if it wishes. If a
creature fails its saving throw, choose one of the
following two effects.
You can suppress any effect causing a target to be
charmed or frightened. When this spell ends, any
suppressed effect resumes, provided that its
duration has not expired in the meantime.
Alternatively, you can make a target indifferent
about creatures of your choice that it is hostile
toward. This indifference ends if the target is
attacked or harmed by a spell or if it witnesses any
System Reference Document 5.1 124
of its friends being harmed. When the spell ends, the
creature becomes hostile again, unless the GM rules
otherwise.
Chain Lightning
6th-‐‑level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a bit of fur; a piece of amber,
glass, or a crystal rod; and three silver pins)
Duration: Instantaneous
You create a bolt of lightning that arcs toward a
target of your choice that you can see within range.
Three bolts then leap from that target to as many as
three other targets, each of which must be within 30
feet of the first target. A target can be a creature or
an object and can be targeted by only one of the
bolts.
A target must make a Dexterity saving throw. The
target takes 10d8 lightning damage on a failed save,
or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, one additional bolt
leaps from the first target to another target for each
slot level above 6th.
Charm Person
1st-‐‑level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hour
You attempt to charm a humanoid you can see
within range. It must make a Wisdom saving throw,
and does so with advantage if you or your
companions are fighting it. If it fails the saving throw,
it is charmed by you until the spell ends or until you
or your companions do anything harmful to it. The
charmed creature regards you as a friendly
acquaintance. When the spell ends, the creature
knows it was charmed by you.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when
you target them.
Chill Touch
Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a
creature within range. Make a ranged spell attack
against the creature to assail it with the chill of the
grave. On a hit, the target takes 1d8 necrotic damage,
and it can’t regain hit points until the start of your
next turn. Until then, the hand clings to the target.
If you hit an undead target, it also has
disadvantage on attack rolls against you until the
end of your next turn.
This spell’s damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Circle of Death
6th-‐‑level necromancy
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (the powder of a crushed black
pearl worth at least 500 gp)
Duration: Instantaneous
A sphere of negative energy ripples out in a 60-‐‑foot-‐‑
radius sphere from a point within range. Each
creature in that area must make a Constitution
saving throw. A target takes 8d6 necrotic damage on
a failed save, or half as much damage on a successful
one.
At Higher Levels. When you cast this spell using a
spell slot of 7th level or higher, the damage increases
by 2d6 for each slot level above 6th.