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Compendium

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7 categories

Spells

884 of 884 entries · Showing 501–550

Jim's Magic Missile

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (1 gp which the spell consumes)

Duration

Instantaneous

Classes

Wizard

Description

Jim's magic missile is an ancient and powerful spell, as well as being the name of my band in Wizard Academy.

Any apprentice wizard can cast a boring old magic missile. Sure, it always strikes its target. Yawn. Do away with the drudgery of your grandfather's magic with this improved version of the spell, as used by Jim Darkmagic!

You create three twisting, whistling, hypoallergenic, gluten-free darts of magical force. Each dart targets a creature of your choice that you can see within range. Make a ranged spell attack for each missile. On a hit, a missile deals 2d4 force damage to its target.

If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead of you rolling damage twice for a critical hit. If the attack roll for any missile is a 1, all missiles miss their targets and blow up in your face, dealing 1 force damage per missile to you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart, and the royalty component increases by 1 gp, for each slot level above 1st.

Source: Acquisitions Incorporated p. 76

Jump

Level

Level 1

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a grasshopper's hind leg)

Duration

1 minute

Classes

Druid, Ranger, Sorcerer, Wizard, Artificer

Description

You touch a creature. The creature's jump distance is tripled until the spell ends.

Source: Player's Handbook p. 254

Kinetic Jaunt

Level

Level 2

School

Transmutation

Casting Time

1 bonus action

Range

Self

Components

S

Duration

Concentration, up to 1 minute

Classes

Artificer, Bard, Sorcerer, Wizard

Description

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.

• Your walking speed increases by 10 feet.

• You don't provoke opportunity attacks.

• You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Source: Strixhaven: A Curriculum of Chaos p. 37

Dice Rolls

1d8

Knock

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V

Duration

Instantaneous

Classes

Bard, Sorcerer, Wizard

Description

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

Source: Player's Handbook p. 254

Legend Lore

Level

Level 5

School

Divination

Ritual

No

Casting Time

10 minutes

Range

Self

Components

V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)

Duration

Instantaneous

Classes

Bard, Cleric, Warlock (Undying), Wizard

Description

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information.

The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.

Source: Player's Handbook p. 254

Legend Lore*

Level

Level 5

School

Divination

Ritual

No

Casting Time

10 minutes

Range

Self

Components

V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)

Duration

Instantaneous

Classes

Cleric (Knowledge)

Description

Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn't of legendary importance, you gain no information.

The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.

Source: Player's Handbook p. 254

* Circle, Domain, Oath, or Specialist spell (always prepared)

Leomund's Secret Chest

Level

Level 4

School

Conjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)

Duration

Instantaneous

Classes

Wizard, Artificer

Description

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Source: Player's Handbook p. 254

Leomund's Secret Chest*

Level

Level 4

School

Conjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)

Duration

Instantaneous

Classes

Cleric (Arcana)

Description

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Source: Player's Handbook p. 254

* Circle, Domain, Oath, or Specialist spell (always prepared)

Leomund's Tiny Hut

Level

Level 3

School

Evocation

Ritual

Yes

Casting Time

1 minute

Range

Self (10-foot-radius hemisphere)

Components

V, S, M (a small crystal bead)

Duration

8 hours

Classes

Fighter (Eldritch Knight), Bard, Wizard

Description

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Source: Player's Handbook p. 255

Leomund's Tiny Hut (Ritual Only)

Level

Level 3

School

Evocation

Ritual

Yes

Casting Time

1 minute

Range

Self (10-foot-radius hemisphere)

Components

V, S, M (a small crystal bead)

Duration

8 hours

Classes

Ritual Caster

Description

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Source: Player's Handbook p. 255

Leomund's Tiny Hut*

Level

Level 3

School

Evocation

Ritual

Yes

Casting Time

1 minute

Range

Self (10-foot-radius hemisphere)

Components

V, S, M (a small crystal bead)

Duration

8 hours

Classes

Cleric (Twilight)

Description

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

Source: Player's Handbook p. 255

* Circle, Domain, Oath, or Specialist spell (always prepared)

Lesser Restoration

Level

Level 2

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Instantaneous

Classes

Bard, Cleric, Druid, Paladin, Ranger, Warlock (Celestial), Artificer, Sorcerer (Clockwork)

Description

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Source: Player's Handbook p. 255

Lesser Restoration*

Level

Level 2

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Instantaneous

Classes

Cleric (Life), Paladin (Devotion)

Description

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Source: Player's Handbook p. 255

* Circle, Domain, Oath, or Specialist spell (always prepared)

Levitate

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)

Duration

Concentration, up to 10 minutes

Classes

Sorcerer, Wizard, Artificer

Description

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Source: Player's Handbook p. 255

Life Transference

Level

Level 3

School

Necromancy

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric, Wizard

Description

You sacrifice some of your health to mend another creature's injuries. You take 4d8 necrotic damage, which can't be reduced in any way, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.

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

Source: Xanathar's Guide to Everything p. 160

Light

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, M (a firefly or phosphorescent moss)

Duration

1 hour

Classes

Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Cleric, Sorcerer, Wizard, Artificer

Description

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Source: Player's Handbook p. 255

Lightning Arrow

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Ranger

Description

The next time you make a ranged weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself if it's a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal, The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon's normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

Source: Player's Handbook p. 255

Dice Rolls

4d8

Lightning Bolt

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (100-foot line)

Components

V, S, M (a bit of fur and a rod of amber, crystal, or glass)

Duration

Instantaneous

Classes

Fighter (Eldritch Knight), Sorcerer, Wizard, Warlock (Fathomless)

Description

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites 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 4th level or higher, the damage increases by 1d6 for each slot above 3rd.

Source: Player's Handbook p. 255

Dice Rolls

8d6

Lightning Bolt*

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (100-foot line)

Components

V, S, M (a bit of fur and a rod of amber, crystal, or glass)

Duration

Instantaneous

Classes

Druid (Mountain), Artificer (Armorer)

Description

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning ignites 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 4th level or higher, the damage increases by 1d6 for each slot above 3rd.

Source: Player's Handbook p. 255

* Circle, Domain, Oath, or Specialist spell (always prepared)

Dice Rolls

8d6

Lightning Lure

Level

Cantrip

School

Evocation

Casting Time

1 action

Range

Self (15-foot radius)

Components

V

Duration

Instantaneous

Classes

Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard

Description

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Source: Sword Coast Adventurer's Guide p. 143, Tasha's Cauldron of Everything p. 107

Dice Rolls

1d8

Locate Animals or Plants

Level

Level 2

School

Divination

Ritual

Yes

Casting Time

1 action

Range

Self

Components

V, S, M (a bit of fur from a bloodhound)

Duration

Instantaneous

Classes

Bard, Druid, Ranger

Description

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Source: Player's Handbook p. 256

Locate Animals or Plants (Ritual Only)

Level

Level 2

School

Divination

Ritual

Yes

Casting Time

1 action

Range

Self

Components

V, S, M (a bit of fur from a bloodhound)

Duration

Instantaneous

Classes

Ritual Caster

Description

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.

Source: Player's Handbook p. 256

Locate Creature

Level

Level 4

School

Divination

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (a bit of fur from a bloodhound)

Duration

Concentration, up to 1 hour

Classes

Bard, Cleric, Druid, Paladin, Ranger, Wizard

Description

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close — within 30 feet — at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Source: Player's Handbook p. 256

Locate Creature*

Level

Level 4

School

Divination

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (a bit of fur from a bloodhound)

Duration

Concentration, up to 1 hour

Classes

Cleric (Order), Druid (Swamp)

Description

Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.

The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close — within 30 feet — at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature.

This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Source: Player's Handbook p. 256

* Circle, Domain, Oath, or Specialist spell (always prepared)

Locate Object

Level

Level 2

School

Divination

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (a forked twig)

Duration

Concentration, up to 10 minutes

Classes

Bard, Cleric, Druid, Paladin, Ranger, Wizard

Description

Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close — within 30 feet — at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

Source: Player's Handbook p. 256

Longstrider

Level

Level 1

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a pinch of dirt)

Duration

1 hour

Classes

Bard, Druid, Ranger, Wizard, Artificer

Description

You touch a creature. The target's speed increases by 10 feet until the spell ends.

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.

Source: Player's Handbook p. 256

Lunging Attack

Level

Level 1

Ritual

No

Components

None

Classes

Maneuvers

Description

When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll.

Source: Player's Handbook p. 74

Maddening Darkness

Level

Level 8

School

Evocation

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, M (a drop of pitch mixed with a drop of mercury)

Duration

Concentration, up to 10 minutes

Classes

Warlock, Wizard

Description

Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can't see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can't illuminate the area.

Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

Source: Xanathar's Guide to Everything p. 160

Maelstrom

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (paper or leaf in the shape of a funnel)

Duration

Concentration, up to 1 minute

Classes

Druid

Description

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

Source: Xanathar's Guide to Everything p. 160, Elemental Evil Player's Companion p. 20, Princes of the Apocalypse p. 238

Dice Rolls

6d6

Mage Armor

Level

Level 1

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a piece of cured leather)

Duration

8 hours

Classes

Fighter (Eldritch Knight), Sorcerer, Wizard

Description

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13+its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.

Source: Player's Handbook p. 256

Mage Hand

Level

Cantrip

School

Conjuration

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

1 minute

Classes

Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard, Artificer, Ranger (Swarmkeeper)

Description

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magical items, or carry more than 10 pounds.

Source: Player's Handbook p. 256

Magic Circle

Level

Level 3

School

Abjuration

Ritual

No

Casting Time

1 minute

Range

10 feet

Components

V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)

Duration

1 hour

Classes

Fighter (Eldritch Knight), Cleric, Paladin, Ranger (Monster Slayer), Warlock, Wizard

Description

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

• The creature has disadvantage on attack rolls against targets within the cylinder.

• Targets within the cylinder can't be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Source: Player's Handbook p. 256

Magic Circle*

Level

Level 3

School

Abjuration

Ritual

No

Casting Time

1 minute

Range

10 feet

Components

V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)

Duration

1 hour

Classes

Cleric (Arcana)

Description

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

• The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.

• The creature has disadvantage on attack rolls against targets within the cylinder.

• Targets within the cylinder can't be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.

Source: Player's Handbook p. 256

* Circle, Domain, Oath, or Specialist spell (always prepared)

Magic Jar

Level

Level 6

School

Necromancy

Ritual

No

Casting Time

1 minute

Range

Self

Components

V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)

Duration

Until dispelled

Classes

Wizard

Description

Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.

You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells can't be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the target's body, and the target's soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.

Once you possess a creature's body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisdom, and Charisma scores. You retain the benefit of your own class feature. If the target has any class levels, you can't use any of its class features.

Meanwhile, the possessed creature's soul can perceive from the container using its own senses, but it can't move or take actions at all.

While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.

If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.

When the spell ends, the container is destroyed.

Source: Player's Handbook p. 257

Magic Missile

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Instantaneous

Classes

Fighter (Eldritch Knight), Sorcerer, Wizard

Description

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Source: Player's Handbook p. 257

Dice Rolls

(1d4+1)x3

Magic Missile*

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric (Arcana), Artificer (Armorer)

Description

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot above 1st.

Source: Player's Handbook p. 257

* Circle, Domain, Oath, or Specialist spell (always prepared)

Dice Rolls

(1d4+1)x3

Magic Mouth

Level

Level 2

School

Illusion

Ritual

Yes

Casting Time

1 minute

Range

30 feet

Components

V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)

Duration

Until dispelled

Classes

Rogue (Arcane Trickster), Bard, Wizard, Artificer

Description

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Source: Player's Handbook p. 257

Magic Mouth (Ritual Only)

Level

Level 2

School

Illusion

Ritual

Yes

Casting Time

1 minute

Range

30 feet

Components

V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)

Duration

Until dispelled

Classes

Ritual Caster

Description

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Source: Player's Handbook p. 257

Magic Stone

Level

Cantrip

School

Transmutation

Ritual

No

Casting Time

1 bonus action

Range

Touch

Components

V, S

Duration

1 minute

Classes

Druid, Warlock, Artificer

Description

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

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

Source: Xanathar's Guide to Everything p. 160, Elemental Evil Player's Companion p. 20, Princes of the Apocalypse p. 238

Dice Rolls

1d6+%0

Magic Weapon

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 bonus action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Paladin, Wizard, Ranger, Sorcerer, Artificer

Description

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Source: Player's Handbook p. 257

Magic Weapon*

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 bonus action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Cleric (Arcana), Cleric (Forge), Cleric (War), Paladin (Glory)

Description

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Source: Player's Handbook p. 257

* Circle, Domain, Oath, or Specialist spell (always prepared)

Magnify Gravity

Level

Level 1

School

Transmutation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

1 round

Classes

Wizard (Graviturgy)

Description

The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed.

Until the start of your next turn, any object that isn't being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Source: Explorer's Guide to Wildemount p. 188

Dice Rolls

2d8

3d8

4d8

5d8

6d8

7d8

8d8

9d8

10d8

Major Image

Level

Level 3

School

Illusion

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a bit of fleece)

Duration

Concentration, up to 10 minutes

Classes

Rogue (Arcane Trickster), Bard, Sorcerer, Warlock, Wizard

Description

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its 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 its other sensory qualities become faint to the creature.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

Source: Player's Handbook p. 258

Maneuvering Attack

Level

Level 1

Ritual

No

Components

None

Classes

Maneuvers

Description

When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Source: Player's Handbook p. 74

Mass Cure Wounds

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

Bard, Cleric, Druid

Description

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8+your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Source: Player's Handbook p. 258

Dice Rolls

3d8+%0

Mass Cure Wounds*

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric (Life), Artificer (Battle Smith), Druid (Wildfire)

Description

A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8+your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Source: Player's Handbook p. 258

* Circle, Domain, Oath, or Specialist spell (always prepared)

Dice Rolls

3d8+%0

Mass Heal

Level

Level 9

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric

Description

A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.

Source: Player's Handbook p. 258

Mass Healing Word

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 bonus action

Range

60 feet

Components

V

Duration

Instantaneous

Classes

Cleric, Bard

Description

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4+your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Source: Player's Handbook p. 258

Dice Rolls

1d4+%0

Mass Healing Word*

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 bonus action

Range

60 feet

Components

V

Duration

Instantaneous

Classes

Cleric (Order), Artificer (Alchemist)

Description

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4+your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Source: Player's Handbook p. 258

* Circle, Domain, Oath, or Specialist spell (always prepared)

Dice Rolls

1d4+%0

Mass Polymorph

Level

Level 9

School

Transmutation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a caterpillar cocoon)

Duration

Concentration, up to 1 hour

Classes

Bard, Sorcerer, Wizard

Description

You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.

Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the target's (or half the target's level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.

Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points can't be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.

The creature is limited in the actions it can perform by the nature of its new form. It can't speak, cast spells, or do anything else that requires hands or speech.

The target's gear melds into the new form. The target can't activate, use, wield, or otherwise benefit from any of its equipment.

Source: Xanathar's Guide to Everything p. 160