Spells

339 results

You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 Force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. In addition, you can take the Disengage action as a Bonus Action for the spell’s duration.

Level4thSchoolConjurationTimeActionRangeSelfConcentration
2024 SRD

You mentally contact a demigod, the spirit of a longdead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer. On a failed save, you take 6d6 Psychic damage and have the Incapacitated condition until you finish a Long Rest. A *Greater Restoration* spell cast on you ends this effect.

Level5thSchoolDivinationTime1 minute or RitualRangeSelfRitual
2024 SRD

Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantage on saving throws made with the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn’t end on it.

Level5thSchoolNecromancyTimeActionRangeTouch
2024 SRD

Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting *Contingency*, expending spell slots for both, but the contingent spell doesn’t come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a *Contingency* cast with *Water Breathing* might stipulate that *Water Breathing* comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then *Contingency* ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one *Contingency* spell at a time. If you cast this spell again, the effect of another *Contingency* spell on you ends. Also, *Contingency* ends on you if its material component is ever not on your person.

Level6thSchoolAbjurationTime10 minutesRangeSelf
2024 SRD

A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.

Level2ndSchoolEvocationTimeActionRangeTouch
2024 SRD

Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one. **Flood.**You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. **Part Water.**You part water in the area and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. **Redirect Flow.**You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect. **Whirlpool.**You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 Bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.

Level4thSchoolTransmutationTimeActionRange300 feetConcentration
2024 SRD

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast the spell, you change the current weather conditions, which are determined by the GM. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. **Precipitation** **Stage** **Condition** 1 Clear 2 Light clouds 3 Overcast or ground fog 4 Rain, hail, or snow 5 Torrential rain, driving hail, or blizzard **Temperature** **Stage** **Condition** 1 Heat wave 2 Hot 3 Warm 4 Cool 5 Cold 6 Freezing **Wind** **Stage** **Condition** 1 Calm 2 Moderate wind 3 Strong wind 4 Gale 5 Storm

Level8thSchoolTransmutationTime10 minutesRangeSelfConcentration
2024 SRD

You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.

Level3rdSchoolAbjurationTimeReaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material componentsRange60 feet
2024 SRD

You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range—both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.

Level3rdSchoolConjurationTimeActionRange30 feet
2024 SRD

You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a **Ghoul** under your control (see “Monsters” for its stat block). As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order 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 before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones.

Level6thSchoolNecromancyTime1 minuteRange10 feet
2024 SRD

You do one of the following: **Create Water.** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there. **Destroy Water.** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.

Level1stSchoolTransmutationTimeActionRange30 feet
2024 SRD

You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen. The spell’s duration depends on the object’s material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell’s Material component causes the other spell to fail. **Materials** **Material** **Duration** Vegetable matter 24 hours Stone or crystal 12 hours Precious metals 1 hour Gems 10 minutes Adamantine or mithral 1 minute

Level5thSchoolIllusionTime1 minuteRange30 feet
2024 SRD

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Level1stSchoolAbjurationTimeActionRangeTouch
2024 SRD

You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10- foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.

LevelCantripSchoolIllusionTimeActionRange120 feetConcentration
2024 SRD

For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it. Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.

Level2ndSchoolEvocationTimeActionRange60 feetConcentration
2024 SRD

For the duration, a willing creature you touch has Darkvision with a range of 150 feet.

Level2ndSchoolTransmutationTimeActionRangeTouch
2024 SRD

For the duration, sunlight spreads from a point within range and fills a 60-foot-radius Sphere. The sunlight’s area is Bright Light and sheds Dim Light for an additional 60 feet. Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the sunlight to fill a 60-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell’s area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.

Level3rdSchoolEvocationTimeActionRange60 feet
2024 SRD

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 Hit Points before the spell ends, the target instead drops to 1 Hit Point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.

Level4thSchoolAbjurationTimeActionRangeTouch
2024 SRD

A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius Sphere centered on that point makes 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, and the damage increases by 1d6 whenever your turn ends and the spell hasn’t ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature’s space or collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren’t being worn or carried start burning.

Level7thSchoolEvocationTimeActionRange150 feetConcentration
2024 SRD

You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door’s former space. Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.

Level8thSchoolConjurationTimeActionRange60 feet
2024 SRD