Spells

339 results

You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command. While Charmed, the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A *Remove Curse*,* Greater Restoration*, or *Wish* spell ends this spell.

Level5thSchoolEnchantmentTime1 minuteRange60 feet
2024 SRD

You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become Undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as *Raise Dead*.

Level2ndSchoolNecromancyTimeAction or RitualRangeTouchRitual
2024 SRD

You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the **Giant Insect** stat block. The form you choose determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends. The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Level4thSchoolConjurationTimeActionRange60 feetConcentration
2024 SRD

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Level8thSchoolEnchantmentTimeActionRangeSelf
2024 SRD

An immobile, shimmering barrier appears in a 10- foot Emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can’t affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.

Level6thSchoolAbjurationTimeActionRangeSelfConcentration
2024 SRD

You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. **Set the Trigger.** You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. **Explosive Rune.** When triggered, the glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. **Spell Glyph.** You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons Hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires Concentration, it lasts until the end of its full duration.

Level3rdSchoolAbjurationTime1 hourRangeTouch
2024 SRD

Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends.

Level1stSchoolConjurationTimeActionRangeSelf
2024 SRD

Nonflammable grease covers the ground in a 10- foot square centered on a point within range and turns it into Difficult Terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.

Level1stSchoolConjurationTimeActionRange60 feet
2024 SRD

A creature you touch has the Invisible condition until the spell ends.

Level4thSchoolIllusionTimeActionRangeTouchConcentration
2024 SRD

You touch a creature and magically remove one of the following effects from it: - 1 Exhaustion level - The Charmed or Petrified condition - A curse, including the target’s Attunement to a cursed magic item - Any reduction to one of the target’s ability scores - Any reduction to the target’s Hit Point maximum

Level5thSchoolAbjurationTimeActionRangeTouch
2024 SRD

A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon. Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

Level4thSchoolConjurationTimeActionRange30 feet
2024 SRD

You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contiguous. When you cast this spell, you can specify individuals that are unaffected by the spell’s effects. You can also specify a password that, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects. The spell creates the effects below within the warded area. *Dispel Magic* has no effect on *Guards * *and Wards* itself, but each of the following effects can be dispelled. If all four are dispelled, *Guards and * *Wards* ends. If you cast the spell every day for 365 days on the same area, the spell thereafter lasts until all its effects are dispelled. **Corridors.** Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses. **Doors.** All doors in the warded area are magically locked, as if sealed by the *Arcane Lock* spell. In addition, you can cover up to ten doors with an illusion to make them appear as plain sections of wall. **Stairs.** Webs fill all stairs in the warded area from top to bottom, as in the *Web* spell. These strands regrow in 10 minutes if they are destroyed while *Guards and Wards* lasts. **Other Spell Effect.**Place one of the following magical effects within the warded area: - *Dancing Lights* in four corridors, with a simple program that the lights repeat as long as *Guards * *and Wards* lasts - *Magic Mouth* in two locations - *Stinking Cloud* in two locations (the vapors return within 10 minutes if dispersed while *Guards and * *Wards* lasts) - *Gust of Wind* in one corridor or room (the wind blows continuously while the spell lasts) - *Suggestion* in one 5-foot square; any creature that enters that square receives the suggestion mentally

Level6thSchoolAbjurationTime1 hourRangeTouch
2024 SRD

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

LevelCantripSchoolDivinationTimeActionRangeTouchConcentration
2024 SRD

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.

Level1stSchoolEvocationTimeActionRange120 feet
2024 SRD

A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save. Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.

Level2ndSchoolEvocationTimeActionRangeSelfConcentration
2024 SRD

You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of *Hallow*. The affected area has the following effects. **Hallowed Ward.** Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn’t possessed, Charmed, or Frightened by them while in the area. **Extra Effect.** You bind an extra effect to the area from the list below: **Courage.** Creatures of any types you choose can’t gain the Frightened condition while in the area. **Darkness.** Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area. **Daylight.** Bright light fills the area. Magical Dark- ness created by spells of a level lower than this spell can’t extinguish the light. **Peaceful Rest.** Dead bodies interred in the area can’t be turned into Undead. **Extradimensional Interference.** Creatures of any types you choose can’t enter or exit the area using teleportation or interplanar travel. **Fear.** Creatures of any types you choose have the Frightened condition while in the area. **Resistance.** Creatures of any types you choose have Resistance to one damage type of your choice while in the area. **Silence.** No sound can emanate from within the area, and no sound can reach into it. **Tongues.** Creatures of any types you choose can communicate with any other creature in the area even if they don’t share a common language. **Vulnerability.** Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.

Level5thSchoolAbjurationTime24 hoursRangeTouch
2024 SRD

You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to notice the illusion. If the difference isn’t obvious by touch, a creature examining the illusion can take the Study action to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.

Level4thSchoolIllusionTime10 minutesRange300 feet
2024 SRD

You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took. On a successful save, it takes half as much damage only. This spell can’t reduce a target’s Hit Point maximum below 1.

Level6thSchoolNecromancyTimeActionRange60 feet
2024 SRD

Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action. When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.

Level3rdSchoolTransmutationTimeActionRange30 feetConcentration
2024 SRD

Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.

Level6thSchoolAbjurationTimeActionRange60 feet
2024 SRD