A reference for every adventure

Compendium

Explore the rules, discover your options, and build your story.

7 categories

Spells

884 of 884 entries · Showing 651–700

Programmed Illusion

Level

Level 6

School

Illusion

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a bit of fleece and jade dust worth at least 25 gp)

Duration

Until dispelled

Classes

Bard, Wizard

Description

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition 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 area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

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 any noise it makes sounds hollow to the creature.

Source: Player's Handbook p. 269

Project Image

Level

Level 7

School

Illusion

Ritual

No

Casting Time

1 action

Range

500 miles

Components

V, S, M (a small replica of you made from materials worth at least 5 gp)

Duration

Concentration, up to 1 day

Classes

Bard, Wizard

Description

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn 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.

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 any noise it makes sounds hollow to the creature.

Source: Player's Handbook p. 270

Protection from Energy

Level

Level 3

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Fighter (Eldritch Knight), Cleric, Druid, Ranger, Sorcerer, Wizard, Artificer, Sorcerer (Clockwork)

Description

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Source: Player's Handbook p. 270

Protection from Energy*

Level

Level 3

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Cleric (Forge), Druid (Desert), Paladin (Ancients), Paladin (Vengeance), Paladin (Glory)

Description

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Source: Player's Handbook p. 270

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

Protection from Evil and Good

Level

Level 1

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (holy water or powdered silver and iron, which the spell consumes)

Duration

Concentration, up to 10 minutes

Classes

Fighter (Eldritch Knight), Cleric, Paladin, Ranger (Horizon Walker), Ranger (Monster Slayer), Warlock, Wizard, Druid, Sorcerer (Clockwork)

Description

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Source: Player's Handbook p. 270

Protection from Evil and Good*

Level

Level 1

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (holy water or powdered silver and iron, which the spell consumes)

Duration

Concentration, up to 10 minutes

Classes

Paladin (Devotion)

Description

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

Source: Player's Handbook p. 270

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

Protection from Poison

Level

Level 2

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

1 hour

Classes

Cleric, Druid, Paladin, Ranger, Artificer

Description

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Source: Player's Handbook p. 270

Psychic Scream

Level

Level 9

School

Enchantment

Ritual

No

Casting Time

1 action

Range

90 feet

Components

S

Duration

Instantaneous

Classes

Bard, Sorcerer, Warlock, Wizard

Description

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn't stunned. If a target is killed by this damage, its head explodes, assuming it has one.

A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

Source: Xanathar's Guide to Everything p. 163

Pulse Wave

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (30-foot cone)

Components

V, S

Duration

Instantaneous

Classes

Wizard (Chronurgy), Wizard (Graviturgy)

Description

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

Source: Explorer's Guide to Wildemount p. 188

Dice Rolls

1d6

Purify Food and Drink

Level

Level 1

School

Transmutation

Ritual

Yes

Casting Time

1 action

Range

10 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric, Druid, Paladin, Artificer

Description

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Source: Player's Handbook p. 270

Purify Food and Drink (Ritual Only)

Level

Level 1

School

Transmutation

Ritual

Yes

Casting Time

1 action

Range

10 feet

Components

V, S

Duration

Instantaneous

Classes

Ritual Caster

Description

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Source: Player's Handbook p. 270

Pushing 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 drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Source: Player's Handbook p. 74

Pyrotechnics

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

Bard, Sorcerer, Wizard, Artificer

Description

Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Source: Xanathar's Guide to Everything p. 163, Elemental Evil Player's Companion p. 21, Princes of the Apocalypse p. 239

Quick Toss

Level

Level 1

Classes

Maneuvers

Description

As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.

Source: Tasha's Cauldron of Everything p. 42

Raise Dead

Level

Level 5

School

Necromancy

Ritual

No

Casting Time

1 hour

Range

Touch

Components

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

Duration

Instantaneous

Classes

Bard, Cleric, Paladin

Description

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival — its head, for instance — the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Source: Player's Handbook p. 270

Raise Dead*

Level

Level 5

School

Necromancy

Ritual

No

Casting Time

1 hour

Range

Touch

Components

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

Duration

Instantaneous

Classes

Cleric (Grave), Cleric (Life), Artificer (Alchemist)

Description

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival — its head, for instance — the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Source: Player's Handbook p. 270

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

Rally

Level

Level 1

Ritual

No

Casting Time

1 bonus action

Components

None

Classes

Maneuvers

Description

On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Source: Player's Handbook p. 74

Rary's Telepathic Bond

Level

Level 5

School

Divination

Ritual

Yes

Casting Time

1 action

Range

30 feet

Components

V, S, M (pieces of eggshell from two different kinds of creatures)

Duration

1 hour

Classes

Wizard, Bard, Sorcerer (Aberrant)

Description

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.

Until the spell ends, the targets can communicated telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

Source: Player's Handbook p. 270

Rary's Telepathic Bond (Ritual Only)

Level

Level 5

School

Divination

Ritual

Yes

Casting Time

1 action

Range

30 feet

Components

V, S, M (pieces of eggshell from two different kinds of creatures)

Duration

1 hour

Classes

Ritual Caster

Description

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.

Until the spell ends, the targets can communicated telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

Source: Player's Handbook p. 270

Rary's Telepathic Bond*

Level

Level 5

School

Divination

Ritual

Yes

Casting Time

1 action

Range

30 feet

Components

V, S, M (pieces of eggshell from two different kinds of creatures)

Duration

1 hour

Classes

Cleric (Peace)

Description

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren't affected by this spell.

Until the spell ends, the targets can communicated telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence.

Source: Player's Handbook p. 270

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

Raulothim's Psychic Lance

Level

Level 4

School

Enchantment

Casting Time

1 action

Range

120 feet

Components

V

Duration

Instantaneous

Classes

Bard, Sorcerer, Warlock, Wizard

Description

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

Source: Fizban's Treasury of Dragons p. 21

Dice Rolls

7d6

Ravenous Void

Level

Level 9

School

Evocation

Ritual

No

Casting Time

1 action

Range

1000 feet

Components

V, S, M (a small, nine-pointed star made of iron)

Duration

Concentration, up to 1 minute

Classes

Wizard (Graviturgy)

Description

You create a 20-foot-radius sphere of destructive gravitational force centered on a point you can see within range. For the spell's duration, the sphere and any space within 100 feet of it are difficult terrain, and nonmagical objects fully inside the sphere are destroyed if they aren't being worn or carried.

When the sphere appears and at the start of each of your turns until the spell ends, unsecured objects within 100 feet of the sphere are pulled toward the sphere's center, ending in an unoccupied space as close to the center as possible.

A creature that starts its turn within 100 feet of the sphere must succeed on a Strength saving throw or be pulled straight toward the sphere's center, ending in an unoccupied space as close to the center as possible. A creature that enters the sphere for the first time on a turn or starts its turn there takes 5d10 force damage and is restrained until it is no longer in the sphere. If the sphere is in the air, the restrained creature hovers inside the sphere. A creature can use its action to make a Strength check against your spell save DC, ending this restrained condition on itself or another creature in the sphere that it can reach. A creature reduced to 0 hit points by this spell is annihilated, along with any nonmagical items it is wearing or carrying.

Source: Explorer's Guide to Wildemount p. 188

Dice Rolls

5d10

Ray of Enfeeblement

Level

Level 2

School

Necromancy

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Warlock, Wizard

Description

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Source: Player's Handbook p. 271

Ray of Enfeeblement*

Level

Level 2

School

Necromancy

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Cleric (Death), Cleric (Grave)

Description

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

Source: Player's Handbook p. 271

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

Ray of Frost

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

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

Description

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

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

Source: Player's Handbook p. 271

Dice Rolls

1d8

Ray of Sickness

Level

Level 1

School

Necromancy

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

Sorcerer, Warlock (Undying), Wizard

Description

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

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: Player's Handbook p. 271

Dice Rolls

2d8

Ray of Sickness*

Level

Level 1

School

Necromancy

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric (Death), Artificer (Alchemist)

Description

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

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: Player's Handbook p. 271

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

Dice Rolls

2d8

Reality Break

Level

Level 8

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a crystal prism)

Duration

Concentration, up to 1 minute

Classes

Wizard (Chronurgy)

Description

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.

At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.

d10 | Effect

1-2 | Vision of the Far Realm. The target takes 6d12 psychic damage, and it is stunned until the end of the turn.

3-5 | Rending Rift. The target must make a Dexterity saving throw, taking 8d12 force damage on a failed save, or half as much damage on a successful one.

6-8 | Wormhole. The target is teleported, along with everything it is wearing and carrying, up to 30 feet to an unoccupied space of your choice that you can see. The target also takes 10d12 force damage and is knocked prone.

9-10 | Chill of the Dark Void. The target takes 10d12 cold damage, and it is blinded until the end of the turn.

Source: Explorer's Guide to Wildemount p. 189

Dice Rolls

6d12

8d12

10d12

Regenerate

Level

Level 7

School

Transmutation

Ritual

No

Casting Time

1 minute

Range

Touch

Components

V, S, M (a prayer wheel and holy water)

Duration

1 hour

Classes

Bard, Cleric, Druid

Description

You touch a creature and stimulate its natural healing ability. The target regains 4d8+15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The target's severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

Source: Player's Handbook p. 271

Dice Rolls

4d8+15

Reincarnate

Level

Level 5

School

Transmutation

Ritual

No

Casting Time

1 hour

Range

Touch

Components

V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)

Duration

Instantaneous

Classes

Druid

Description

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

01-04 — Dragonborn

05-13 — Dwarf, hill

14-21 — Dwarf, mountain

22-25 — Elf, dark

26-34 — Elf, high

35-42 — Elf, wood

43-46 — Gnome, forest

47-52 — Gnome, rock

53-56 — Half-elf

57-60 — Half-orc

61-68 — Halfling, lightfoot

69-76 — Halfling, stout

77-96 — Human

97-00 — Tiefling

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Source: Player's Handbook p. 271

Dice Rolls

1d100

Remove Curse

Level

Level 3

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Instantaneous

Classes

Fighter (Eldritch Knight), Cleric, Paladin, Warlock, Wizard

Description

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

Source: Player's Handbook p. 271

Resistance

Level

Cantrip

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a miniature cloak)

Duration

Concentration, up to 1 minute

Classes

Cleric, Druid, Artificer

Description

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after the saving throw. The spell then ends.

Source: Player's Handbook p. 272

Dice Rolls

1d4

Resurrection

Level

Level 7

School

Necromancy

Ritual

No

Casting Time

1 hour

Range

Touch

Components

V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)

Duration

Instantaneous

Classes

Bard, Cleric

Description

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like, if such affects aren't removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Source: Player's Handbook p. 272

Reverse Gravity

Level

Level 7

School

Transmutation

Ritual

No

Casting Time

1 action

Range

100 feet

Components

V, S, M (a lodestone and iron filings)

Duration

Concentration, up to 1 minute

Classes

Druid, Sorcerer, Wizard

Description

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

Source: Player's Handbook p. 272

Revivify

Level

Level 3

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (diamonds worth 300 gp, which the spell consumes)

Duration

Instantaneous

Classes

Cleric, Paladin, Warlock (Celestial), Druid, Ranger, Artificer

Description

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Source: Player's Handbook p. 272

Revivify*

Level

Level 3

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (diamonds worth 300 gp, which the spell consumes)

Duration

Instantaneous

Classes

Cleric (Grave), Cleric (Life), Druid (Wildfire)

Description

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Source: Player's Handbook p. 272

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

Ride the Wind

Level

Cantrip

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (4 ki points)

Duration

Concentration, up to 10 minutes

Classes

Monk (Way of the Four Elements)

Description

Prerequisite: 11th level

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

Fly: You gain a flying speed of 60 feet for the duration. When the spell ends, you fall if you are still aloft, unless you can stop the fall.

Source: Player's Handbook p. 81

Rime's Binding Ice

Level

Level 2

School

Evocation

Casting Time

1 action

Range

Self (30-foot cone)

Components

S, M (a vial of meltwater)

Duration

Instantaneous

Classes

Sorcerer, Wizard

Description

A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.

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

Source: Fizban's Treasury of Dragons p. 21

Dice Rolls

3d8

Riposte

Level

Level 1

Ritual

No

Casting Time

1 reaction

Components

None

Classes

Maneuvers

Description

When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.

Source: Player's Handbook p. 74

River of Hungry Flame

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (5 ki points)

Duration

Concentration, up to 1 minute

Classes

Monk (Way of the Four Elements)

Description

Prerequisite: 17th level

You can spend 5 ki points to cast wall of fire.

Wall of Fire: You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

Additional Ki Points: When you cast this spell using 6 ki points, the damage increases to 6d8.

Source: Player's Handbook p. 81

Dice Rolls

5d8

Rope Trick

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (powdered corn extract and a twisted loop of parchment)

Duration

1 hour

Classes

Ranger (Gloom Stalker), Wizard, Artificer

Description

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

Source: Player's Handbook p. 272

Rush of the Gale Spirits

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (60-foot line)

Components

V, S, M (2 ki points)

Duration

Concentration, up to 1 minute

Classes

Monk (Way of the Four Elements)

Description

You can spend 2 ki points to cast gust of wind.

Gust of Wind: A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

Source: Player's Handbook p. 81

Sacred Flame

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric

Description

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

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

Source: Player's Handbook p. 272

Dice Rolls

1d8

Sanctuary

Level

Level 1

School

Abjuration

Ritual

No

Casting Time

1 bonus action

Range

30 feet

Components

V, S, M (a small silver mirror)

Duration

1 minute

Classes

Cleric, Artificer, Warlock (Genie Dao)

Description

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

Source: Player's Handbook p. 272

Sanctuary*

Level

Level 1

School

Abjuration

Ritual

No

Casting Time

1 bonus action

Range

30 feet

Components

V, S, M (a small silver mirror)

Duration

1 minute

Classes

Paladin (Devotion), Paladin (Redemption), Cleric (Peace)

Description

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Source: Player's Handbook p. 272

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

Sapping Sting

Level

Cantrip

School

Necromancy

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

Instantaneous

Classes

Wizard (Chronurgy), Wizard (Graviturgy)

Description

You sap the vitality of one creature you can see in range. The target must succeed on a Constitution saving throw or take 1d4 necrotic damage and fall prone.

This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Source: Explorer's Guide to Wildemount p. 189

Dice Rolls

1d4

2d4

3d4

4d4

Scatter

Level

Level 6

School

Conjuration

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V

Duration

Instantaneous

Classes

Sorcerer, Warlock, Wizard

Description

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

Source: Xanathar's Guide to Everything p. 164

Scorching Ray

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Instantaneous

Classes

Fighter (Eldritch Knight), Sorcerer, Warlock (Fiend), Wizard, Warlock (Genie Efreeti)

Description

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Source: Player's Handbook p. 273

Dice Rolls

2d6

Scorching Ray*

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric (Light), Artificer (Artillerist), Druid (Wildfire)

Description

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Source: Player's Handbook p. 273

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

Dice Rolls

2d6

Scrying

Level

Level 5

School

Divination

Ritual

No

Casting Time

10 minutes

Range

Self

Components

V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)

Duration

Concentration, up to 10 minutes

Classes

Bard, Cleric, Druid, Warlock, Wizard

Description

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge — Save Modifier:

Secondhand (you have heard of the target) — +5

Firsthand (you have met the target) — +0

Familiar (you know the target well) — -5

Connection — Save Modifier:

Likeness or picture — -2

Possession or garment — -4

Body part, lock of hair, bit of nail, or the like — -10

On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.

Source: Player's Handbook p. 273