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Compendium

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7 categories

Spells

884 of 884 entries · Showing 801–850

Telepathy

Level

Level 8

School

Evocation

Ritual

No

Casting Time

1 action

Range

Unlimited

Components

V, S, M (a pair of linked silver rings)

Duration

24 hours

Classes

Wizard

Description

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

Source: Player's Handbook p. 281

Teleport

Level

Level 7

School

Conjuration

Ritual

No

Casting Time

1 action

Range

10 feet

Components

V

Duration

Instantaneous

Classes

Bard, Sorcerer, Wizard

Description

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

Familiarity:

Permanent Circle — On Target 01-100

Associated object — On Target 01-100

Very familiar — Mishap 01-05, Similar Area 06-13, Off Target 14-24, On Target 25-100

Seen casually — Mishap 1-33, Similar Area 34-43, Off Target 44-53, On Target 54-100

Viewed once — Mishap 01-43, Similar Area 44-53, Off Target 54-73, On Target 74-100

Description — Mishap 01-43, Similar Area 44-53, Off Target 54-73, On Target 74-100

False destination — Mishap 01-50, Similar Area 51-100

Familiarity: "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb.

"Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. "False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.

On Target: You and your group (or the target object) appear where you want to.

Off Target: You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d 10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.

Similar Area: You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.

Mishap: The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

Source: Player's Handbook p. 281

Teleportation Circle

Level

Level 5

School

Conjuration

Ritual

No

Casting Time

1 minute

Range

10 feet

Components

V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)

Duration

1 round

Classes

Bard, Sorcerer, Ranger (Horizon Walker), Wizard, Warlock

Description

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence — a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Source: Player's Handbook p. 282

Teleportation Circle*

Level

Level 5

School

Conjuration

Ritual

No

Casting Time

1 minute

Range

10 feet

Components

V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)

Duration

1 round

Classes

Cleric (Arcana)

Description

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence — a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

Source: Player's Handbook p. 282

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

Temple of the Gods

Level

Level 7

School

Conjuration

Ritual

No

Casting Time

1 hour

Range

120 feet

Components

V, S, M (a holy symbol worth at least 5 gp)

Duration

24 hours

Classes

Cleric

Description

You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.

You make all decisions about the temple's appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.

The temple's interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.

The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can't enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

In addition, the sensors created by divination spells can't appear inside the temple, and creatures within can't be targeted by divination spells.

Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).

The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple's interior. Nothing can physically pass through the temple's exterior. It can't be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.

Casting this spell on the same spot every day for a year makes this effect permanent.

Source: Xanathar's Guide to Everything p. 167

Temporal Shunt

Level

Level 5

School

Transmutation

Ritual

No

Casting Time

1 reaction, taken when a creature you can see makes an attack roll or starts to cast a spell

Range

120 feet

Components

V, S

Duration

1 round

Classes

Wizard (Chronurgy)

Description

You target the triggering creature, which must succeed on a Wisdom saving throw or vanish, being thrown to another point in time and causing the attack to miss or the spell to be wasted. At the start of its next turn, the target reappears where it was or in the closest unoccupied space. The target doesn't remember you casting the spell or being affected by it.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. All targets must be within 30 feet of each other.

Source: Explorer's Guide to Wildemount p. 189

Tenser's Floating Disk

Level

Level 1

School

Conjuration

Ritual

Yes

Casting Time

1 action

Range

30 feet

Components

V, S, M (a drop of mercury)

Duration

1 hour

Classes

Wizard

Description

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Source: Player's Handbook p. 282

Tenser's Floating Disk (Ritual Only)

Level

Level 1

School

Conjuration

Ritual

Yes

Casting Time

1 action

Range

30 feet

Components

V, S, M (a drop of mercury)

Duration

1 hour

Classes

Ritual Caster

Description

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.

Source: Player's Handbook p. 282

Tenser's Transformation

Level

Level 6

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S, M (a few hairs from a bull)

Duration

Concentration, up to 10 minutes

Classes

Wizard

Description

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can't cast spells, and you gain the following benefits:

• You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.

• You have advantage on attack rolls that you make with simple and martial weapons.

• When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.

• You have proficiency with all armor, shields, simple weapons, and martial weapons.

• You have proficiency in Strength and Constitution saving throws.

• You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

Exhaustion:

Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect's description.

Level — Effect:

1 —Disadvantage on ability checks

2 —Speed halved

3 —Disadvantage on attack rolls and saving throws

4 —Hit point maximum halved

5 —Speed reduced to 0

6 —Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect's description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect's description, with all exhaustion effects ending if a creature's exhaustion level is reduced below 1.

Finishing a long rest reduces a creature's exhaustion level by 1, provided that the creature has also ingested some food and drink.

Source: Xanathar's Guide to Everything p. 168

Tether Essence

Level

Level 7

School

Necromancy

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a spool of platinum cord worth at least 250 gp, which the spell consumes)

Duration

Concentration, up to 1 hour

Classes

Wizard (Chronurgy), Wizard (Graviturgy)

Description

Two creatures you can see within range must make a Constitution saving throw, with disadvantage if they are within 30 feet of each other. Either creature can willingly fail the save. If either save succeeds, the spell has no effect. If both saves fail, the creatures are magically linked for the duration, regardless of the distance between them. When damage is dealt to one of them, the same damage is dealt to the other one. If hit points are restored to one of them, the same number of hit points are restored to the other one. If either of the tethered creatures is reduced to 0 hit points, the spell ends on both. If the spell ends on one creature, it ends on both.

Source: Explorer's Guide to Wildemount p. 189

Thaumaturgy

Level

Cantrip

School

Transmutation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V

Duration

Up to 1 minute

Classes

Cleric

Description

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

• Your voice booms up to three times as loud as normal for 1 minute.

• You cause flames to flicker, brighten, dim, or change color for 1 minute.

• You cause harmless tremors in the ground for 1 minute.

• You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.

• You instantaneously cause an unlocked door or window to fly open or slam shut.

• You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Source: Player's Handbook p. 282

Thorn Whip

Level

Cantrip

School

Transmutation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (the stem of a plant with thorns)

Duration

Instantaneous

Classes

Druid, Artificer

Description

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

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

Source: Player's Handbook p. 282

Dice Rolls

1d6

Thunder Step

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V

Duration

Instantaneous

Classes

Sorcerer, Warlock, Wizard

Description

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn't exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Source: Xanathar's Guide to Everything p. 168

Thunderclap

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

5 feet

Components

S

Duration

Instantaneous

Classes

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

Description

You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.

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

Source: Xanathar's Guide to Everything p. 168, Elemental Evil Player's Companion p. 22, Princes of the Apocalypse p. 240

Dice Rolls

1d6

Thunderous 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

Description

The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

Source: Player's Handbook p. 282

Dice Rolls

2d6

Thunderwave

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (15-foot cube)

Components

V, S

Duration

Instantaneous

Classes

Fighter (Eldritch Knight), Bard, Druid, Sorcerer, Wizard, Warlock (Fathomless), Warlock (Genie Djinni)

Description

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

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. 282

Dice Rolls

2d8

Thunderwave*

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (15-foot cube)

Components

V, S

Duration

Instantaneous

Classes

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

Description

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

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. 282

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

Dice Rolls

2d8

Tidal Wave

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a drop of water)

Duration

Instantaneous

Classes

Druid, Sorcerer, Wizard

Description

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Source: Xanathar's Guide to Everything p. 168, Elemental Evil Player's Companion p. 22, Princes of the Apocalypse p. 240

Dice Rolls

4d8

Time Ravage

Level

Level 9

School

Necromancy

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes)

Duration

Instantaneous

Classes

Wizard (Chronurgy)

Description

You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 10d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Only the wish spell or the greater restoration cast with a 9th-level spell slot can end these effects and restore the target to its previous age.

Source: Explorer's Guide to Wildemount p. 189

Dice Rolls

10d12

Time Stop

Level

Level 9

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self

Components

V

Duration

Instantaneous

Classes

Sorcerer, Wizard

Description

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4+1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

Source: Player's Handbook p. 283

Dice Rolls

1d4+1

Tiny Servant

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 minute

Range

Touch

Components

V, S

Duration

8 hours

Classes

Wizard, Artificer

Description

You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.

As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.

Source: Xanathar's Guide to Everything p. 168

Toll the Dead

Level

Cantrip

School

Necromancy

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric, Warlock, Wizard

Description

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

Source: Xanathar's Guide to Everything p. 169

Dice Rolls

1d8

1d12

Tongues

Level

Level 3

School

Divination

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, M (a small clay model of a ziggurat)

Duration

1 hour

Classes

Bard, Cleric, Sorcerer, Warlock, Wizard

Description

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Source: Player's Handbook p. 283

Transmute Rock

Level

Level 5

School

Transmutation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (clay and water)

Duration

Until dispelled

Classes

Druid, Wizard, Artificer

Description

You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.

Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.

The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

Source: Xanathar's Guide to Everything p. 169, Elemental Evil Player's Companion p. 22, Princes of the Apocalypse p. 240

Dice Rolls

4d8

Transport via Plants

Level

Level 6

School

Conjuration

Ritual

No

Casting Time

1 action

Range

10 feet

Components

V, S

Duration

1 round

Classes

Druid

Description

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

Source: Player's Handbook p. 283

Tree Stride

Level

Level 5

School

Conjuration

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Druid, Ranger

Description

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Source: Player's Handbook p. 283

Tree Stride*

Level

Level 5

School

Conjuration

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Cleric (Nature), Druid (Forest), Paladin (Ancients)

Description

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

Source: Player's Handbook p. 283

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

Trip 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 knock the target down. 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 knock the target prone.

Source: Player's Handbook p. 74

True Polymorph

Level

Level 9

School

Transmutation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)

Duration

Concentration, up to 1 hour

Classes

Bard, Warlock, Wizard

Description

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.

This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.

Creature into Creature: If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.

The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.

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

Object into Creature: You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Creature into Object: If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

This spell can't affect a target that has 0 hit points.

Source: Player's Handbook p. 283

True Resurrection

Level

Level 9

School

Necromancy

Ritual

No

Casting Time

1 hour

Range

Touch

Components

V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)

Duration

Instantaneous

Classes

Cleric, Druid

Description

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.

Source: Player's Handbook p. 284

True Seeing

Level

Level 6

School

Divination

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (an ointment for the eyes that costs 25 gp, is made from mushroom powder, saffron, and fat, and is consumed by the spell)

Duration

1 hour

Classes

Bard, Cleric, Sorcerer, Warlock, Wizard

Description

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Source: Player's Handbook p. 284

True Strike

Level

Cantrip

School

Divination

Ritual

No

Casting Time

1 action

Range

30 feet

Components

S

Duration

Concentration, up to 1 round

Classes

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

Description

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Source: Player's Handbook p. 284

Tsunami

Level

Level 8

School

Conjuration

Ritual

No

Casting Time

1 minute

Range

Sight

Components

V, S

Duration

Concentration, up to 6 rounds

Classes

Druid

Description

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.

Source: Player's Handbook p. 284

Dice Rolls

6d10

5d10

4d10

3d10

2d10

1d10

Unseen Servant

Level

Level 1

School

Conjuration

Ritual

Yes

Casting Time

1 action

Range

60 feet

Components

V, S, M (a piece of string and a bit of wood)

Duration

1 hour

Classes

Bard, Warlock, Wizard

Description

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Source: Player's Handbook p. 284

Unseen Servant (Ritual Only)

Level

Level 1

School

Conjuration

Ritual

Yes

Casting Time

1 action

Range

60 feet

Components

V, S, M (a piece of string and a bit of wood)

Duration

1 hour

Classes

Ritual Caster

Description

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Source: Player's Handbook p. 284

Vampiric Touch

Level

Level 3

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Warlock, Wizard, Sorcerer

Description

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

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

Source: Player's Handbook p. 285

Dice Rolls

3d6

Vampiric Touch*

Level

Level 3

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Cleric (Death), Cleric (Grave)

Description

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

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

Source: Player's Handbook p. 285

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

Dice Rolls

3d6

Vicious Mockery

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V

Duration

Instantaneous

Classes

Bard

Description

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (thought it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

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

Source: Player's Handbook p. 285

Dice Rolls

1d4

Violent Shot

Level

Level 1

Ritual

No

Components

None

Classes

Trick Shots

Description

When you make a fireman attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm's misfire score. If the attack hits, you can roll one additional weapon damage per grit point spent when determining the damage.

Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 3

Vitriolic Sphere

Level

Level 4

School

Evocation

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (a drop of giant slug bile)

Duration

Instantaneous

Classes

Fighter (Eldritch Knight), Sorcerer, Wizard

Description

You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half 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 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

Source: Xanathar's Guide to Everything p. 170, Elemental Evil Player's Companion p. 23, Princes of the Apocalypse p. 241

Dice Rolls

10d4

5d4

Vortex Warp

Level

Level 2

School

Conjuration

Casting Time

1 action

Range

90 feet

Components

V, S

Duration

Instantaneous

Classes

Artificer, Sorcerer, Wizard

Description

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Source: Strixhaven: A Curriculum of Chaos p. 38

Wall of Fire

Level

Level 4

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a small piece of phosphorus)

Duration

Concentration, up to 1 minute

Classes

Fighter (Eldritch Knight), Druid, Sorcerer, Warlock (Celestial), Warlock (Fiend), Wizard

Description

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.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Source: Player's Handbook p. 285

Dice Rolls

5d8

Wall of Fire*

Level

Level 4

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a small piece of phosphorus)

Duration

Concentration, up to 1 minute

Classes

Cleric (Forge), Cleric (Light), Artificer (Artillerist)

Description

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.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Source: Player's Handbook p. 285

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

Dice Rolls

5d8

Wall of Force

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a pinch of powder made by crushing a clear gemstone)

Duration

Concentration, up to 10 minutes

Classes

Wizard, Sorcerer (Clockwork)

Description

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Source: Player's Handbook p. 285

Wall of Force*

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a pinch of powder made by crushing a clear gemstone)

Duration

Concentration, up to 10 minutes

Classes

Paladin (Redemption), Artificer (Artillerist), Artificer (Armorer)

Description

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Source: Player's Handbook p. 285

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

Wall of Ice

Level

Level 6

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a small piece of quartz)

Duration

Concentration, up to 10 minutes

Classes

Wizard

Description

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radium of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 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 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6 for each slot level above 6th.

Source: Player's Handbook p. 285

Dice Rolls

10d6

5d6

Wall of Light

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a hand mirror)

Duration

Concentration, up to 10 minutes

Classes

Sorcerer, Warlock, Wizard

Description

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall's area takes 4d8 radiant damage.

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's length drops to 0 feet, the spell ends.

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

Source: Xanathar's Guide to Everything p. 170

Wall of Sand

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

90 feet

Components

V, S, M (a handful of sand)

Duration

Concentration, up to 10 minutes

Classes

Fighter (Eldritch Knight), Wizard

Description

You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there.

Source: Xanathar's Guide to Everything p. 170, Elemental Evil Player's Companion p. 23, Princes of the Apocalypse p. 241

Wall of Stone

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a small block of granite)

Duration

Concentration, up to 10 minutes

Classes

Druid, Sorcerer, Wizard, Artificer, Warlock (Genie Dao)

Description

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. the wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Source: Player's Handbook p. 287

Wall of Stone*

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a small block of granite)

Duration

Concentration, up to 10 minutes

Classes

Druid (Desert), Druid (Mountain)

Description

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can't occupy the same space as a creature or object. the wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Source: Player's Handbook p. 287

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