Spells

339 results

A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties as described in the Prismatic Layers table. The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. *Antimagic Field* has no effect on the wall, and *Dispel Magic* can affect only the violet layer. **Prismatic Layers** **Order** **Effects** 1 **Red.** Failed Save:* 12d6 Fire damage. *Successful * *Save:* Half as much damage. *Additional Effects*: Nonmagical ranged attacks can’t pass through this layer, which is destroyed if it takes at least 25 Cold damage. 2 **Orange.** Failed Save:* 12d6 Acid damage. *Suc**cessful Save:* Half as much damage. *Additional * *Effects:* Magical ranged attacks can’t pass through this layer, which is destroyed by a strong wind (such as the one created by *Gust * *of Wind*). 3 **Yellow.** Failed Save:* 12d6 Lightning damage. *Successful Save:* Half as much damage. *Addi**tional Effects:* The layer is destroyed if it takes at least 60 Force damage. 4 **Green.** Failed Save:* 12d6 Poison damage. *Suc**cessful Save:* Half as much damage. *Additional * *Effects:* A *Passwall* spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. 5 **Blue.** Failed Save:* 12d6 Cold damage. *Success**ful Save:* Half as much damage. *Additional Ef**fects:* The layer is destroyed if it takes at least 25 Fire damage. 6 **Indigo.** Failed Save:* The target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the *Greater Restoration* spell. The successes and failures needn’t be consecutive; keep track of both until the target collects three of a kind. *Additional Effects:* Spells can’t be cast through this layer, which is destroyed by Bright Light shed by the *Daylight* spell. 7 **Violet.** Failed Save:* The target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (GM’s choice). *Additional Effects:* This layer is destroyed by *Dispel Magic*.

Level9thSchoolAbjurationTimeActionRange60 feet
2024 SRD

You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties: - Sound can’t pass through the barrier at the edge of the warded area. - The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it. - Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter. - Creatures in the area can’t be targeted by Divination spells. - Nothing can teleport into or out of the warded area. - Planar travel is blocked within the warded area. Casting this spell on the same spot every day for 365 days makes the spell last until dispelled.

Level4thSchoolAbjurationTime10 minutesRange120 feet
2024 SRD

A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 Fire damage. **Cantrip Upgrade.** The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

LevelCantripSchoolConjurationTimeBonus ActionRangeSelf
2024 SRD

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Level6thSchoolIllusionTimeActionRange120 feet
2024 SRD

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can see through the illusion’s eyes and hear through its ears as if you were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.

Level7thSchoolIllusionTimeActionRange500 milesConcentration
2024 SRD

For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.

Level3rdSchoolAbjurationTimeActionRangeTouchConcentration
2024 SRD

Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can’t be possessed by or gain the Charmed or Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.

Level1stSchoolAbjurationTimeActionRangeTouchConcentration
2024 SRD

You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

Level2ndSchoolAbjurationTimeActionRangeTouch
2024 SRD

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Level1stSchoolTransmutationTimeAction or RitualRange10 feetRitual
2024 SRD

With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn’t Undead when it died. The creature returns to life with 1 Hit Point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival— its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0.

Level5thSchoolNecromancyTime1 hourRangeTouch
2024 SRD

A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn. On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.

Level2ndSchoolNecromancyTimeActionRange60 feetConcentration
2024 SRD

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn. **Cantrip Upgrade.** The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

LevelCantripSchoolEvocationTimeActionRange60 feet
2024 SRD

You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.

Level1stSchoolNecromancyTimeActionRange60 feet
2024 SRD

A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.

Level7thSchoolTransmutationTime1 minuteRangeTouch
2024 SRD

You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body’s species, or the GM chooses another playable species. **1d10** **Species** **1d10** **Species** 1 Roll again. 6 Goliath 2 Dragonborn 7 Halfling 3 Dwarf 8 Human 4 Elf 9 Orc 5 Gnome 10 Tiefling The reincarnated creature makes any choices that a species’ description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous species and gains the traits of its new one.

Level5thSchoolNecromancyTime1 hourRangeTouch
2024 SRD

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s Attunement to the object so it can be removed or discarded.

Level3rdSchoolAbjurationTimeActionRangeTouch
2024 SRD

A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration. Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s Speed. Similarly, the globe can be picked up and moved by other creatures. A *Disintegrate* spell targeting the globe destroys it without harming anything inside.

Level4thSchoolAbjurationTimeActionRange30 feetConcentration
2024 SRD

You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.

LevelCantripSchoolAbjurationTimeActionRangeTouchConcentration
2024 SRD

With a touch, you revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died. The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to D20 Tests. Every time the target finishes a Long Rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a Long Rest, you can’t cast spells again, and you have Disadvantage on D20 Tests.

Level7thSchoolNecromancyTime1 hourRangeTouch
2024 SRD

This spell reverses gravity in a 50-foot-radius, 100- foot high Cylinder centered on a point within range. All creatures and objects in that area that aren’t anchored to the ground fall upward and reach the top of the Cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the Cylinder’s top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.

Level7thSchoolTransmutationTimeActionRange100 feetConcentration
2024 SRD