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7 categories

Spells

884 of 884 entries · Showing 551–600

Mass Suggestion

Level

Level 6

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)

Duration

24 hours

Classes

Bard, Sorcerer, Warlock, Wizard

Description

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends w hen the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

Source: Player's Handbook p. 258

Maximilian's Earthen Grasp

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a miniature hand sculpted from clay)

Duration

Concentration, up to 1 minute

Classes

Sorcerer, Wizard

Description

You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell's duration.

As an action, you can cause the hand to crush the restrained target, which must make a Strength saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.

As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.

Source: Xanathar's Guide to Everything p. 161, Elemental Evil Player's Companion p. 20, Princes of the Apocalypse p. 238

Dice Rolls

2d6

Maze

Level

Level 8

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Wizard

Description

You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.

Source: Player's Handbook p. 258

Meld into Stone

Level

Level 3

School

Transmutation

Ritual

Yes

Casting Time

1 action

Range

Touch

Components

V, S

Duration

8 hours

Classes

Cleric, Druid, Ranger, Warlock (Genie Dao)

Description

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Source: Player's Handbook p. 259

Meld into Stone (Ritual Only)

Level

Level 3

School

Transmutation

Ritual

Yes

Casting Time

1 action

Range

Touch

Components

V, S

Duration

8 hours

Classes

Ritual Caster

Description

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Source: Player's Handbook p. 259

Meld into Stone*

Level

Level 3

School

Transmutation

Ritual

Yes

Casting Time

1 action

Range

Touch

Components

V, S

Duration

8 hours

Classes

Druid (Mountain)

Description

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.

Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

Source: Player's Handbook p. 259

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

Melf's Acid Arrow

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (powdered rhubarb leaf and an adder's stomach)

Duration

Instantaneous

Classes

Fighter (Eldritch Knight), Wizard

Description

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Source: Player's Handbook p. 259

Dice Rolls

4d4

2d4

Melf's Acid Arrow*

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (powdered rhubarb leaf and an adder's stomach)

Duration

Instantaneous

Classes

Druid (Swamp), Artificer (Alchemist)

Description

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Source: Player's Handbook p. 259

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

Dice Rolls

4d4

2d4

Melf's Minute Meteors

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (niter, sulfur, and pine tar formed into a bead)

Duration

Concentration, up to 10 minutes

Classes

Fighter (Eldritch Knight), Sorcerer, Wizard

Description

You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.

Source: Xanathar's Guide to Everything p. 161, Elemental Evil Player's Companion p. 20, Princes of the Apocalypse p. 238

Dice Rolls

2d6

Menacing 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 attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

• The creature can't willingly move closer to the source of its fear.

Source: Player's Handbook p. 74

Mending

Level

Cantrip

School

Transmutation

Ritual

No

Casting Time

1 minute

Range

Touch

Components

V, S, M (two lodestones)

Duration

Instantaneous

Classes

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

Description

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Source: Player's Handbook p. 259

Mental Prison

Level

Level 6

School

Illusion

Ritual

No

Casting Time

1 action

Range

60 feet

Components

S

Duration

Concentration, up to 1 minute

Classes

Sorcerer, Warlock, Wizard

Description

You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target's space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can't see or hear anything beyond it and is restrained for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.

Source: Xanathar's Guide to Everything p. 161

Message

Level

Cantrip

School

Transmutation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a short piece of copper wire)

Duration

1 round

Classes

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

Description

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Source: Player's Handbook p. 259

Meteor Swarm

Level

Level 9

School

Evocation

Ritual

No

Casting Time

1 action

Range

1 mile

Components

V, S

Duration

Instantaneous

Classes

Sorcerer, Wizard

Description

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

The spell damages objects in the area and ignites flammable objects that aren't being worn or carried.

Source: Player's Handbook p. 259

Dice Rolls

20d6+20d6

Mighty Fortress

Level

Level 8

School

Conjuration

Ritual

No

Casting Time

1 minute

Range

1 mile

Components

V, S, M (a diamond worth at least 500 gp, which the spell consumes)

Duration

Instantaneous

Classes

Wizard

Description

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

Source: Xanathar's Guide to Everything p. 161

Mind Blank

Level

Level 8

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

24 hours

Classes

Bard, Wizard

Description

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.

Source: Player's Handbook p. 259

Mind Sliver

Level

Cantrip

School

Enchantment

Casting Time

1 action

Range

60 feet

Components

V

Duration

1 round

Classes

Sorcerer, Sorcerer (Aberrant), Warlock, Wizard

Description

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Source: Tasha's Cauldron of Everything p. 108

Dice Rolls

1d6

1d4

Mind Spike

Level

Level 2

School

Divination

Ritual

No

Casting Time

1 action

Range

60 feet

Components

S

Duration

Concentration, up to 1 hour

Classes

Sorcerer, Warlock, Wizard

Description

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Source: Xanathar's Guide to Everything p. 162

Minor Illusion

Level

Cantrip

School

Illusion

Ritual

No

Casting Time

1 action

Range

30 feet

Components

S, M (a bit of fleece)

Duration

1 minute

Classes

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

Description

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object, such as a chair, muddy footprints, or a small chest, it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.

Source: Player's Handbook p. 260

Mirage Arcane

Level

Level 7

School

Illusion

Ritual

No

Casting Time

10 minutes

Range

Sight

Components

V, S

Duration

10 days

Classes

Bard, Druid, Wizard

Description

You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however. Open fields or a road could 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.

Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesn't disguise, conceal, or add creatures.

The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately.

Creatures with truesight can see through the illusion to the terrain's true form, however, all other elements of the illusion remain, so while the creature is aware of the illusion's presence, the creature can still physically interact with the illusion.

Source: Player's Handbook p. 260

Mirror Image

Level

Level 2

School

Illusion

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

1 minute

Classes

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

Description

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10+your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Source: Player's Handbook p. 260

Mirror Image*

Level

Level 2

School

Illusion

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

1 minute

Classes

Cleric (Trickery), Druid (Coast), Artificer (Armorer)

Description

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10+your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Source: Player's Handbook p. 260

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

Mislead

Level

Level 5

School

Illusion

Ritual

No

Casting Time

1 action

Range

Self

Components

S

Duration

Concentration, up to 1 hour

Classes

Bard, Wizard, Warlock, Ranger (Fey Wanderer)

Description

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Source: Player's Handbook p. 260

Mislead*

Level

Level 5

School

Illusion

Ritual

No

Casting Time

1 action

Range

Self

Components

S

Duration

Concentration, up to 1 hour

Classes

Cleric (Twilight)

Description

You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.

You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.

Source: Player's Handbook p. 260

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

Mist Stance

Level

Cantrip

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (4 ki points)

Duration

Concentration, up to 1 hour

Classes

Monk (Way of the Four Elements)

Description

Prerequisite: 11th level

You can spend 4 ki points to cast gaseous form, targeting yourself.

Gaseous Form: You transform yourself, along with everything you're wearing and carrying, into a misty cloud for the duration. The spell ends if you drop to 0 hit points.

While in this form, your only method of movement is a flying speed of 10 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, and you have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces. You can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, you can't talk or manipulate objects, and any objects you were carrying or holding can't be dropped, used, or otherwise interacted with. You can't attack or cast spells.

Source: Player's Handbook p. 81

Misty Step

Level

Level 2

School

Conjuration

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V

Duration

Instantaneous

Classes

Ranger (Horizon Walker), Sorcerer, Warlock, Wizard, Ranger (Fey Wanderer)

Description

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Source: Player's Handbook p. 260

Misty Step*

Level

Level 2

School

Conjuration

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V

Duration

Instantaneous

Classes

Druid (Coast), Paladin (Ancients), Paladin (Vengeance)

Description

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Source: Player's Handbook p. 260

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

Modify Memory

Level

Level 5

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Bard, Wizard

Description

You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory o f the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory o f how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse or greater restoration spell cast on the target restores the creature's true memory.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories o f an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

Source: Player's Handbook p. 261

Modify Memory*

Level

Level 5

School

Enchantment

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Cleric (Trickery)

Description

You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory o f the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory o f how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A remove curse or greater restoration spell cast on the target restores the creature's true memory.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

Source: Player's Handbook p. 261

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

Mold Earth

Level

Cantrip

School

Transmutation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

S

Duration

Instantaneous or 1 hour (see below)

Classes

Druid, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer, Wizard

Description

You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

• If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn't involve enough force to cause damage.

• You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

• If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Source: Xanathar's Guide to Everything p. 162, Elemental Evil Player's Companion p. 21, Princes of the Apocalypse p. 238

Moonbeam

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)

Duration

Concentration, up to 1 minute

Classes

Druid

Description

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Source: Player's Handbook p. 261

Dice Rolls

2d10

Moonbeam*

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)

Duration

Concentration, up to 1 minute

Classes

Paladin (Ancients), Cleric (Twilight), Paladin (Watchers)

Description

A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Source: Player's Handbook p. 261

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

Dice Rolls

2d10

Mordenkainen's Faithful Hound

Level

Level 4

School

Conjuration

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a tiny silver whistle, a piece of bone, and a thread)

Duration

8 hours

Classes

Wizard, Artificer

Description

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier+your proficiency bonus. On a hit, it deals 4d8 piercing damage.

Source: Player's Handbook p. 261

Dice Rolls

1d20+SPELL+PROF

4d8

Mordenkainen's Magnificent Mansion

Level

Level 7

School

Conjuration

Ritual

No

Casting Time

1 minute

Range

300 feet

Components

V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)

Duration

24 hours

Classes

Bard, Wizard

Description

You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.

Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.

You can create any floor plan you like, but the space can't exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can't leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.

Source: Player's Handbook p. 261

Mordenkainen's Private Sanctum

Level

Level 4

School

Abjuration

Ritual

No

Casting Time

10 minutes

Range

120 feet

Components

V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)

Duration

24 hours

Classes

Fighter (Eldritch Knight), Wizard, Artificer

Description

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 or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all 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 a year makes this effect permanent.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

Source: Player's Handbook p. 262

Mordenkainen's Sword

Level

Level 7

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp)

Duration

Concentration, up to 1 minute

Classes

Bard, Wizard

Description

You create a sword-shaped plane of force that hovers within range. It lasts for the duration.

When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.

Source: Player's Handbook p. 262

Dice Rolls

3d10

Motivational Speech

Level

Level 3

School

Enchantment

Ritual

No

Casting Time

1 minute

Range

60 feet

Components

V

Duration

1 hour

Classes

Bard, Cleric

Description

I once heard a motivational speech by Jim and it was the worst ninety seconds of my life. What does Omin see in him, anyway?

You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next attack roll it makes. Once an affected creature loses the temporary hit points granted by this spell, the spell ends for that creature.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the temporary hit points increase by 5 for each slot level above 3rd.

Source: Acquisitions Incorporated p. 77

Move Earth

Level

Level 6

School

Transmutation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (an iron blade and a small bag containing a mixture of soils — clay, loam, and sand)

Duration

Concentration, up to 2 hours

Classes

Druid, Sorcerer, Wizard

Description

Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.

At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.

Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement.

This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.

Similarly, this spell doesn't directly affect plant growth. The moved earth carries any plants along with it.

Source: Player's Handbook p. 263

Mutagen: Aether

Level

Cantrip

Classes

Mutagens

Description

Prerequisite: 11th level

You have a flying speed of 20 feet for 1 hour. However, you have disadvantage on Strength checks and Dexterity checks during this time.

Mutagen: Alluring

Level

Cantrip

Classes

Mutagens

Description

Your skin and voice become malleable, allowing you to enhance your appearance and presence. You have advantage on Charisma checks. However, you have disadvantage on initiative rolls.

Mutagen: Celerity

Level

Cantrip

Classes

Mutagens

Description

Your Dexterity score increases by 3, as does your maximum for that score. However, you have disadvantage on Wisdom saving throws. Your Dexterity score and your maximum increase by 4 if you consume this mutagen at 11th level, and by 5 at 18th level.

Mutagen: Conversant

Level

Cantrip

Classes

Mutagens

Description

You have advantage on Intelligence checks. However, you have disadvantage on Wisdom checks.

Mutagen: Cruelty

Level

Cantrip

Classes

Mutagens

Description

Prerequisite: 11th level

When you use the Attack action, you can make one additional weapon attack as a bonus action. However, you have disadvantage on Intelligence, Wisdom, and Charisma saving throws.

Mutagen: Deftness

Level

Cantrip

Classes

Mutagens

Description

You have advantage on Dexterity checks. However, you have disadvantage on Wisdom checks.

Mutagen: Embers

Level

Cantrip

Classes

Mutagens

Description

You have resistance to fire damage and vulnerability to cold damage.

Mutagen: Gelid

Level

Cantrip

Classes

Mutagens

Description

You have resistance to cold damage and vulnerability to fire damage.

Mutagen: Impermeable

Level

Cantrip

Classes

Mutagens

Description

You have resistance to piercing damage and vulnerability to slashing damage.

Mutagen: Mobility

Level

Cantrip

Classes

Mutagens

Description

You have immunity to the grappled and restrained conditions. However, you have disadvantage on Strength checks. At 11th level, you are also immune to the paralyzed condition.

Mutagen: Nighteye

Level

Cantrip

Classes

Mutagens

Description

You have darkvision out to a range of 60 feet. If you already have darkvision, its range increases by 60 feet. However, you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Mutagen: Percipient

Level

Cantrip

Classes

Mutagens

Description

You have advantage on Wisdom checks. However, you have disadvantage on Charisma checks.