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7 categories

Spells

884 of 884 entries · Showing 701–750

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

Cleric (Knowledge), Cleric (Light), Druid (Coast), Druid (Swamp), Paladin (Vengeance), Paladin (Watchers)

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

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

Searing Smite

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Paladin, Ranger

Description

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st.

Source: Player's Handbook p. 274

Dice Rolls

1d6

Searing Smite*

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Cleric (Forge)

Description

The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above the 1st.

Source: Player's Handbook p. 274

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

Dice Rolls

1d6

See Invisibility

Level

Level 2

School

Divination

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (A pinch of Talc and a small sprinkling of powdered silver)

Duration

1 hour

Classes

Bard, Sorcerer, Wizard, Artificer

Description

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Source: Player's Handbook p. 274

See Invisibility*

Level

Level 2

School

Divination

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (A pinch of Talc and a small sprinkling of powdered silver)

Duration

1 hour

Classes

Cleric (Twilight), Paladin (Watchers)

Description

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Source: Player's Handbook p. 274

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

Seeking Arrow

Level

Level 1

School

Divination

Ritual

No

Casting Time

part of the Attack action to fire a magic arrow

Classes

Fighter (Arcane Archer)

Description

Using divination magic, you grant your arrow the ability to seek out a target. When you use this option, you don't make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon's range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it can. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target's current location. On a successful save, the target takes half as much damage, and you don't learn its location.

The force damage increases to 2d6 when you reach 18th level in this class.

Source: Xanathar's Guide to Everything p. 29

Seeming

Level

Level 5

School

Illusion

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

8 hours

Classes

Bard, Ranger (Gloom Stalker), Sorcerer, Warlock (Archfey), Wizard, Warlock (Genie Djinni)

Description

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in-between. You can't change a target's body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature's outfit objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature's head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Source: Player's Handbook p. 274

Sending

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

Unlimited

Components

V, S, M (A short piece of fine copper wire)

Duration

1 round

Classes

Fighter (Eldritch Knight), Cleric, Warlock (Great Old One), Wizard, Sorcerer (Aberrant)

Description

You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Source: Player's Handbook p. 274

Sending*

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

Unlimited

Components

V, S, M (A short piece of fine copper wire)

Duration

1 round

Classes

Cleric (Peace)

Description

You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Source: Player's Handbook p. 274

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

Sequester

Level

Level 7

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)

Duration

Until dispelled

Classes

Wizard

Description

By means of this spell, a willing creature of an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by the divination of spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include after 1,000 years or when the tarrasque awakes. This spells also ends if the target takes any damage.

Source: Player's Handbook p. 274

Shadow Arrow

Level

Level 1

School

Illusion

Ritual

No

Casting Time

part of the Attack action to fire a magic arrow

Classes

Fighter (Arcane Archer)

Description

You weave illusion magic into your arrow, causing it to occlude your foe's vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

The psychic damage increases to 4d6 when you reach 18th level in this class.

Source: Xanathar's Guide to Everything p. 29

Shadow Blade

Level

Level 2

School

Illusion

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Rogue (Arcane Trickster), Sorcerer, Warlock, Wizard

Description

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Source: Xanathar's Guide to Everything p. 164

Shadow of Moil

Level

Level 4

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (an undead eyeball encased in a gem worth at least 150 gp)

Duration

Concentration, up to 1 minute

Classes

Warlock

Description

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Source: Xanathar's Guide to Everything p. 164

Shape of the Flowing River

Level

Cantrip

Ritual

No

Casting Time

1 action

Range

120 feet

Components

M (1 ki point)

Duration

Instantaneous

Classes

Monk (Way of the Four Elements)

Description

As an action, you can spend 1 ki point to choose an area of ice or water no larger than 30 feet on a side within 120 feet of you. You can change water to ice within the area and vice versa, and you can reshape ice in the area in any manner you choose. You can raise or lower the ice'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. For example, if you affect a 30-foot square, you can create a pillar up to 15 feet high, raise or lower the square's elevation by up to 15 feet, dig a trench up to 15 feet deep, and so on. You can't shape the ice to trap or injure a creature in the area.

Source: Player's Handbook p. 81

Shape Water

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 an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

• You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.

• You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.:

• You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

• You freeze the water, provided that there are no creatures in it. The water unfreezes in 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. 164, Elemental Evil Player's Companion p. 21, Princes of the Apocalypse p. 239

Shapechange

Level

Level 9

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)

Duration

Concentration, up to 1 hour

Classes

Druid, Wizard

Description

You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit pints than your current one, your hit points remain at their current value.

Source: Player's Handbook p. 274

Shatter

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a chip of mica)

Duration

Instantaneous

Classes

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

Description

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

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

Source: Player's Handbook p. 275

Dice Rolls

3d8

Shatter*

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a chip of mica)

Duration

Instantaneous

Classes

Cleric (Tempest), Artificer (Artillerist), Artificer (Armorer)

Description

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

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

Source: Player's Handbook p. 275

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

Dice Rolls

3d8

Shield

Level

Level 1

School

Abjuration

Ritual

No

Casting Time

1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell

Range

Self

Components

V, S

Duration

1 round

Classes

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

Description

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Source: Player's Handbook p. 275

Shield of Faith

Level

Level 1

School

Abjuration

Ritual

No

Casting Time

1 bonus action

Range

60 feet

Components

V, S, M (a small parchment with a bit of holy text written on it)

Duration

Concentration, up to 10 minutes

Classes

Cleric, Paladin

Description

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Source: Player's Handbook p. 275

Shield of Faith*

Level

Level 1

School

Abjuration

Ritual

No

Casting Time

1 bonus action

Range

60 feet

Components

V, S, M (a small parchment with a bit of holy text written on it)

Duration

Concentration, up to 10 minutes

Classes

Cleric (War)

Description

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Source: Player's Handbook p. 275

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

Shield*

Level

Level 1

School

Abjuration

Ritual

No

Casting Time

1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell

Range

Self

Components

V, S

Duration

1 round

Classes

Artificer (Artillerist), Artificer (Battle Smith)

Description

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Source: Player's Handbook, p. 275

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

Shillelagh

Level

Cantrip

School

Transmutation

Ritual

No

Casting Time

1 bonus action

Range

Touch

Components

V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)

Duration

1 minute

Classes

Druid

Description

The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Source: Player's Handbook p. 275

Dice Rolls

1d8+%0

Shocking Grasp

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Instantaneous

Classes

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

Description

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its 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. 275

Dice Rolls

1d8

Sickening Radiance

Level

Level 4

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard

Description

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Source: Xanathar's Guide to Everything p. 164

Silence

Level

Level 2

School

Illusion

Ritual

Yes

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Bard, Cleric, Ranger, Warlock (Undying), Warlock (Fathomless)

Description

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Source: Player's Handbook p. 275

Silence (Ritual Only)

Level

Level 2

School

Illusion

Ritual

Yes

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Ritual Caster

Description

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Source: Player's Handbook p. 275

Silence*

Level

Level 2

School

Illusion

Ritual

Yes

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Druid (Desert)

Description

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Source: Player's Handbook p. 275

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

Silent Image

Level

Level 1

School

Illusion

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a bit of fleece)

Duration

Concentration, up to 10 minutes

Classes

Rogue (Arcane Trickster), Bard, Sorcerer, Wizard

Description

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any 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.

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.

Source: Player's Handbook p. 276

Silvery Barbs

Level

Level 1

School

Enchantment

Casting Time

1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw

Range

60 feet

Components

V

Duration

Instantaneous

Classes

Bard, Sorcerer, Wizard

Description

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Source: Strixhaven: A Curriculum of Chaos p. 38

Simulacrum

Level

Level 7

School

Illusion

Ritual

No

Casting Time

12 hours

Range

Touch

Components

V, S, M (snow or ice in quantities sufficient to made a life-size copy of the duplicated creature some hair, fingernail clippings, or other piece of that creature's body placed inside the snow or ice and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)

Duration

Until dispelled

Classes

Wizard

Description

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

Source: Player's Handbook p. 276

Skill Empowerment

Level

Level 5

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Bard, Sorcerer, Wizard, Artificer

Description

Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Source: Xanathar's Guide to Everything p. 165

Skywrite

Level

Level 2

School

Transmutation

Ritual

Yes

Casting Time

1 action

Range

Sight

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Bard, Druid, Wizard, Artificer

Description

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Source: Xanathar's Guide to Everything p. 165, Elemental Evil Player's Companion p. 22, Princes of the Apocalypse p. 240

Skywrite (Ritual Only)

Level

Level 2

School

Transmutation

Ritual

Yes

Casting Time

1 action

Range

Sight

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Ritual Caster

Description

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Source: Xanathar's Guide to Everything p. 165, Elemental Evil Player's Companion p. 22, Princes of the Apocalypse p. 240

Sleep

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (a pinch of fine sand, rose petals, or a cricket)

Duration

1 minute

Classes

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

Description

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Source: Player's Handbook p. 276

Dice Rolls

5d8

Sleep*

Level

Level 1

School

Enchantment

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (a pinch of fine sand, rose petals, or a cricket)

Duration

1 minute

Classes

Paladin (Redemption), Cleric (Twilight)

Description

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Source: Player's Handbook p. 276

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

Dice Rolls

5d8

Sleet Storm

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (a pinch of dust and a few drops of water)

Duration

Concentration, up to 1 minute

Classes

Druid, Sorcerer, Wizard, Warlock (Fathomless), Warlock (Genie Marid)

Description

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Source: Player's Handbook p. 276

Sleet Storm*

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (a pinch of dust and a few drops of water)

Duration

Concentration, up to 1 minute

Classes

Cleric (Tempest), Druid (Arctic)

Description

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature is concentrating in the spell's area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Source: Player's Handbook p. 276

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

Slow

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a drop of molasses)

Duration

Concentration, up to 1 minute

Classes

Sorcerer, Wizard, Bard

Description

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

Source: Player's Handbook p. 277

Slow*

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a drop of molasses)

Duration

Concentration, up to 1 minute

Classes

Cleric (Order), Druid (Arctic)

Description

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.

Source: Player's Handbook p. 277

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

Snare

Level

Level 1

School

Abjuration

Ritual

No

Casting Time

1 minute

Range

Touch

Components

S, M (25 feet of rope, which the spell consumes)

Duration

8 hours

Classes

Druid, Ranger, Wizard, Artificer

Description

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no creature is restrained by it.

Source: Xanathar's Guide to Everything p. 165

Snilloc's Snowball Swarm

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (a piece of ice or a small white rock chip)

Duration

Instantaneous

Classes

Fighter (Eldritch Knight), Sorcerer, Wizard

Description

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold 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 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Source: Xanathar's Guide to Everything p. 165, Elemental Evil Player's Companion p. 21, Princes of the Apocalypse p. 240

Dice Rolls

3d6

Soul Cage

Level

Level 6

School

Necromancy

Ritual

No

Casting Time

1 reaction, which you take when a humanoid you can see within 60 feet of you dies

Range

60 feet

Components

V, S, M (a tiny silver cage worth 100 gp)

Duration

8 hours

Classes

Warlock, Wizard

Description

This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.

Steal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.

Query Soul: You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Borrow Experience: You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.

Eyes of the Dead: You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.

A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.

Source: Xanathar's Guide to Everything p. 165

Spare the Dying

Level

Cantrip

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Instantaneous

Classes

Cleric, Artificer

Description

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Source: Player's Handbook p. 277

Spare the Dying (Grave Domain)

Level

Cantrip

School

Necromancy

Ritual

No

Casting Time

1 bonus action

Range

30 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric (Grave)

Description

You target a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Source: Player's Handbook p. 277, Xanathar's Guide to Everything p. 20

Speak with Animals

Level

Level 1

School

Divination

Ritual

Yes

Casting Time

1 action

Range

Self

Components

V, S

Duration

10 minutes

Classes

Bard, Druid, Ranger

Description

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Source: Player's Handbook p. 277

Speak with Animals (Ritual Only)

Level

Level 1

School

Divination

Ritual

Yes

Casting Time

1 action

Range

Self

Components

V, S

Duration

10 minutes

Classes

Ritual Caster

Description

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Source: Player's Handbook p. 277

Speak with Animals*

Level

Level 1

School

Divination

Ritual

Yes

Casting Time

1 action

Range

Self

Components

V, S

Duration

10 minutes

Classes

Cleric (Nature), Paladin (Ancients)

Description

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Source: Player's Handbook p. 277

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

Speak with Dead

Level

Level 3

School

Necromancy

Ritual

No

Casting Time

1 action

Range

10 feet

Components

V, S, M (burning incense)

Duration

10 minutes

Classes

Bard, Cleric, Warlock (Undying), Warlock (Undead), Wizard

Description

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Source: Player's Handbook p. 277

Speak with Dead*

Level

Level 3

School

Necromancy

Ritual

No

Casting Time

1 action

Range

10 feet

Components

V, S, M (burning incense)

Duration

10 minutes

Classes

Cleric (Knowledge)

Description

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.

Source: Player's Handbook p. 277

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