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Compendium

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7 categories

Spells

884 of 884 entries · Showing 151–200

Conjure Celestial

Level

Level 7

School

Conjuration

Ritual

No

Casting Time

1 minute

Range

90 feet

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Cleric

Description

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions The DM has the celestial's statistics.

At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

Source: Player's Handbook p. 225

Conjure Elemental

Level

Level 5

School

Conjuration

Ritual

No

Casting Time

1 minute

Range

90 feet

Components

V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)

Duration

Concentration, up to 1 hour

Classes

Druid, Wizard

Description

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics.

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

Source: Player's Handbook p. 225

Conjure Elemental*

Level

Level 5

School

Conjuration

Ritual

No

Casting Time

1 minute

Range

90 feet

Components

V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)

Duration

Concentration, up to 1 hour

Classes

Druid (Coast)

Description

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn't disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental's statistics.

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

Source: Player's Handbook p. 225

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

Conjure Fey

Level

Level 6

School

Conjuration

Ritual

No

Casting Time

1 minute

Range

90 feet

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Druid, Warlock

Description

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don't issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesn't disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the fey creature's statistics.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.

Source: Player's Handbook p. 226

Conjure Minor Elementals

Level

Level 4

School

Conjuration

Ritual

No

Casting Time

1 minute

Range

90 feet

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Druid, Wizard

Description

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:.

• One elemental of challenge rating 2 or lower

• Two elementals of challenge rating 1 or lower

• Four elementals of challenge rating 1/2 or lower

• Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot

Source: Player's Handbook p. 226

Conjure Volley

Level

Level 5

School

Conjuration

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (one piece of ammunition or one thrown weapon)

Duration

Instantaneous

Classes

Ranger

Description

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

Source: Player's Handbook p. 226

Dice Rolls

8d8

Conjure Woodland Beings

Level

Level 4

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (one holly berry per creature summoned)

Duration

Concentration, up to 1 hour

Classes

Druid, Ranger

Description

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

• One fey creature of challenge rating 2 or lower

• Two fey creatures of challenge rating 1 or lower

• Four fey creatures of challenge rating 1/2 or lower

• Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions. The DM has the creatures' statistics.

At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Source: Player's Handbook p. 226

Contact Other Plane

Level

Level 5

School

Divination

Ritual

Yes

Casting Time

1 minute

Range

Self

Components

V

Duration

1 minute

Classes

Warlock, Wizard

Description

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

Source: Player's Handbook p. 226

Contact Other Plane (Ritual Only)

Level

Level 5

School

Divination

Ritual

Yes

Casting Time

1 minute

Range

Self

Components

V

Duration

1 minute

Classes

Ritual Caster

Description

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as yes, no, maybe, never, irrelevant, unclear (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

Source: Player's Handbook p. 226

Contagion

Level

Level 5

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

7 days

Classes

Cleric, Druid, Warlock (Undying)

Description

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned.

At the end of each of the poisoned target's turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spell's duration.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Source: Player's Handbook p. 227

Contagion*

Level

Level 5

School

Necromancy

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

7 days

Classes

Paladin (Oathbreaker), Druid (Spores)

Description

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below.

At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving throws, the disease's effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.

Blinding Sickness: Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.

Filth Fever: A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.

Flesh Rot: The creature's flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.

Mindfire: The creature's mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.

Seizure: The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.

Slimy Doom: The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

Source: Player's Handbook p. 227

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

Contingency

Level

Level 6

School

Evocation

Ritual

No

Casting Time

10 minutes

Range

Self

Components

V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)

Duration

10 days

Classes

Wizard

Description

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell, called the contingent spell, as part of casting contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to, and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

Source: Player's Handbook p. 227

Continual Flame

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (ruby dust worth 50 gp, which the spell consumes)

Duration

Until dispelled

Classes

Fighter (Eldritch Knight), Cleric, Wizard, Druid, Artificer

Description

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Source: Player's Handbook p. 227

Control Flames

Level

Cantrip

School

Transmutation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

S

Duration

Instantaneous or 1 hour (see below)

Classes

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

Description

You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

You instantaneously extinguish the flames within the cube.

You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

You cause simple shapes — such as the vague form of a creature, an inanimate object, or a location — to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

Source: Xanathar's Guide to Everything p. 152, Elemental Evil Player's Companion p. 16, Princes of the Apocalypse p. 234

Control Water

Level

Level 4

School

Transmutation

Ritual

No

Casting Time

1 action

Range

300 feet

Components

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

Duration

Concentration, up to 10 minutes

Classes

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

Description

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

Source: Player's Handbook p. 227

Control Water*

Level

Level 4

School

Transmutation

Ritual

No

Casting Time

1 action

Range

300 feet

Components

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

Duration

Concentration, up to 10 minutes

Classes

Cleric (Tempest), Druid (Coast)

Description

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

Source: Player's Handbook p. 227

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

Control Weather

Level

Level 8

School

Transmutation

Ritual

No

Casting Time

10 minutes

Range

Self (5-mile radius)

Components

V, S, M (burning incense and bits of earth and wood mixed in water)

Duration

Concentration, up to 8 hours

Classes

Cleric, Druid, Wizard

Description

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation:

Stage 1 — Clear

Stage 2 — Light clouds

Stage 3 — Overcast or ground fog

Stage 4 — Rain, hail or snow

Stage 5 — Torrential rain, driving hail or blizzard

Temperature:

Stage 1 — Unbearable heat

Stage 2 — Hot

Stage 3 — Warm

Stage 4 — Cool

Stage 5 — Cold

Stage 6 — Arctic cold

Wind:

Stage 1 — Calm

Stage 2 — Moderate wind

Stage 3 — Strong wind

Stage 4 — Gale

Stage 5 — Storm

Source: Player's Handbook p. 228

Control Winds

Level

Level 5

School

Transmutation

Ritual

No

Casting Time

1 action

Range

300 feet

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Druid, Sorcerer, Wizard

Description

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.

Gusts: A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.

Downdraft: You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.

Updraft: You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

Source: Xanathar's Guide to Everything p. 152, Elemental Evil Player's Companion p. 16, Princes of the Apocalypse p. 234

Cordon of Arrows

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

5 feet

Components

V, S, M (four or more arrows or bolts)

Duration

8 hours

Classes

Ranger

Description

You plant four pieces of nonmagical ammunition — arrows or crossbow bolts — in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd

Source: Player's Handbook p. 228

Dice Rolls

1d6

Counterspell

Level

Level 3

School

Abjuration

Ritual

No

Casting Time

1 reaction, which you take when you see a creature within 60 feet of you casting a spell

Range

60 feet

Components

S

Duration

Instantaneous

Classes

Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard

Description

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Source: Player's Handbook p. 228

Counterspell*

Level

Level 3

School

Abjuration

Ritual

No

Casting Time

1 reaction, which you take when you see a creature within 60 feet of you casting a spell

Range

60 feet

Components

S

Duration

Instantaneous

Classes

Paladin (Redemption), Paladin (Watchers)

Description

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

Source: Player's Handbook p. 228

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

Create Bonfire

Level

Cantrip

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

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

Description

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire's space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire's space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren't being worn or carried.

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

Source: Xanathar's Guide to Everything p. 152, Elemental Evil Player's Companion p. 16, Princes of the Apocalypse p. 234

Dice Rolls

1d8

Create Food and Water

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

Instantaneous

Classes

Cleric, Paladin, Artificer, Warlock (Genie Dao), Warlock (Genie Djinni), Warlock (Genie Efreeti), Warlock (Genie Marid)

Description

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Source: Player's Handbook p. 229

Create Food and Water*

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

Instantaneous

Classes

Druid (Desert)

Description

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Source: Player's Handbook p. 229

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

Create Homunculus

Level

Level 6

School

Transmutation

Ritual

No

Casting Time

1 hour

Range

Touch

Components

V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp)

Duration

Instantaneous

Classes

Wizard

Description

While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that can't be reduced in any way. You then drip your blood on the spell's other components and touch them, transforming them into a special construct called a homunculus.

The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculus's hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point, and the change to your and the homunculus's hit points ends when you finish your next long rest. The reduction to your hit point maximum can't be removed by any means before then, except by the homunculus's death.

You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.

Source: Xanathar's Guide to Everything p. 152

Create Magen

Level

Level 7

School

Transmutation

Casting Time

1 hour

Range

Touch

Components

V, S, M (a vial of quicksilver worth 500 gp and a life sized human doll, both of which the spell consumes, and an intricate crystal rod worth at least 1,500 gp that is not consumed)

Duration

Instantaneous

Classes

Wizard

Description

While casting the spell, you place a vial of quicksilver in the chest of a life-sized human doll stuffed with ash or dust. You then stitch up the doll and drip your blood on it. At the end of the casting, you tap the doll with a crystal rod, transforming it into a magen clothed in whatever the doll was wearing. The type of magen is chosen by you during the casting of the spell. See appendix C for different kinds of magen and their statistics.

When the magen appears, your hit point maximum decreases by an amount equal to the magen's challenge rating (minimum reduction of 1). Only a wish spell can undo this reduction to your hit point maximum.

Any magen you create with this spell obeys your commands without question.

Source: Icewind Dale: Rime of the Frostmaiden p. 318

Create or Destroy Water

Level

Level 1

School

Transmutation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S, M (a drop of water if creating water or a few grains of sand if destroying it)

Duration

Instantaneous

Classes

Cleric, Druid, Warlock (Fathomless)

Description

You either create or destroy water.

Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Source: Player's Handbook p. 229

Create Spelljamming Helm

Level

Level 5

School

Transmutation

Casting Time

1 action

Range

Touch

Components

V, S, M (a crystal rod worth at least 5,000 gp, which the spell consumes)

Duration

Instantaneous

Classes

Artificer, Wizard

Description

Holding the rod used in the casting of the spell, you touch a Large or smaller chair that is unoccupied. The rod disappears, and the chair is transformed into a spelljamming helm.

Source: Spelljammer: Adventures in Space - Astral Adventurer's Guide p. 22

Create Undead

Level

Level 6

School

Necromancy

Ritual

No

Casting Time

1 minute

Range

10 feet

Components

V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse.)

Duration

Instantaneous

Classes

Cleric, Warlock, Wizard

Description

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.).

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, 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 w ill take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies

Source: Player's Handbook p. 229

Creation

Level

Level 5

School

Illusion

Ritual

No

Casting Time

1 minute

Range

30 feet

Components

V, S, M (a tiny piece of matter of the same type of the item you plan to create)

Duration

Special

Classes

Sorcerer, Wizard, Artificer, Warlock (Genie Dao), Warlock (Genie Djinni), Warlock (Genie Efreeti), Warlock (Genie Marid)

Description

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. Material — Duration: Vegetable matter — 1 day; Stone/crystal — 12 hours; Precious metals — 1 hour; Gems — 10 minutes; Adamantine/Mithral — 1 minute

Using any material created by this spell as another spell's material component causes that spell to fail.

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

Source: Player's Handbook p. 229

Creation*

Level

Level 5

School

Illusion

Ritual

No

Casting Time

1 minute

Range

30 feet

Components

V, S, M (a tiny piece of matter of the same type of the item you plan to create)

Duration

Special

Classes

Cleric (Forge)

Description

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration. Material — Duration: Vegetable matter — 1 day; Stone/crystal — 12 hours; Precious metals — 1 hour; Gems — 10 minutes; Adamantine/Mithral — 1 minute

Using any material created by this spell as another spell's material component causes that spell to fail.

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

Source: Player's Handbook p. 229

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

Crown of Madness

Level

Level 2

School

Enchantment

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

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

Description

One humanoid of your choice that you can see within range must succeed on a W Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Source: Player's Handbook p. 229

Crown of Madness*

Level

Level 2

School

Enchantment

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 1 minute

Classes

Paladin (Oathbreaker)

Description

One humanoid of your choice that you can see within range must succeed on a W Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

Source: Player's Handbook p. 229

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

Crown of Stars

Level

Level 7

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self

Components

V, S

Duration

1 hour

Classes

Sorcerer, Warlock, Wizard

Description

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.

If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius.

At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.

Source: Xanathar's Guide to Everything p. 152

Crusader's Mantle

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Paladin

Description

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Source: Player's Handbook p. 230

Dice Rolls

1d4

Crusader's Mantle*

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self

Components

V

Duration

Concentration, up to 1 minute

Classes

Cleric (War)

Description

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Source: Player's Handbook p. 230

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

Dice Rolls

1d4

Cure Wounds

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Instantaneous

Classes

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

Description

A creature you touch regains a number of hit points equal to 1d8+your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Source: Player's Handbook p. 230

Dice Rolls

1d8+%0

Cure Wounds*

Level

Level 1

School

Evocation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Instantaneous

Classes

Cleric (Life), Druid (Wildfire)

Description

A creature you touch regains a number of hit points equal to 1d8+your spellcasting ability modifier. This spell has no effect on undead or constructs.

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

Source: Player's Handbook p. 230

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

Dice Rolls

1d8+%0

Dancing Lights

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S, M (a bit of phosphorus or wychwood, or a glowworm)

Duration

Concentration, up to 1 minute

Classes

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

Description

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Source: Player's Handbook p. 230

Danse Macabre

Level

Level 5

School

Necromancy

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Warlock, Wizard

Description

Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.

You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.

The creatures are under your control until the spell ends, after which they become inanimate once more.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th.

Source: Xanathar's Guide to Everything p. 153

Dark Star

Level

Level 8

School

Evocation

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (a shard of onyx and a drop of the caster's blood, both of which the spell consumes)

Duration

Concentration, up to 1 minute

Classes

Wizard (Graviturgy)

Description

This spell creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with magical darkness and crushing gravitational force.

For the duration, the spell's area is difficult terrain. A creature with darkvision can't see through the magical darkness, and nonmagical light can't illuminate it. No sound can be created within or pass through the area. 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.

Any creature that enters the spell's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 8d10 force damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust.

Source: Explorer's Guide to Wildemount p. 186

Dice Rolls

8d10

Darkness

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, M (bat fur and a drop of pitch or piece of coal)

Duration

Concentration, up to 10 minutes

Classes

Fighter (Eldritch Knight), Sorcerer, Warlock, Wizard

Description

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of or lower, the spell that created the light is dispelled.

Source: Player's Handbook p. 230

Darkness*

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, M (bat fur and a drop of pitch or piece of coal)

Duration

Concentration, up to 10 minutes

Classes

Druid (Swamp), Paladin (Oathbreaker)

Description

Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of or lower, the spell that created the light is dispelled.

Source: Player's Handbook p. 230

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

Darkvision

Level

Level 2

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (either a pinch of dried carrot or an agate)

Duration

8 hours

Classes

Druid, Ranger, Sorcerer, Wizard, Artificer

Description

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Source: Player's Handbook p. 230

Dawn

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a sunburst pendant worth at least 100 gp)

Duration

Concentration, up to 1 minute

Classes

Cleric, Wizard

Description

The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight.

When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.

If you're within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.

Source: Xanathar's Guide to Everything p. 153

Daylight

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

1 hour

Classes

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

Description

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of or lower, the spell that created the darkness is dispelled.

Source: Player's Handbook p. 230

Daylight*

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

1 hour

Classes

Cleric (Light), Druid (Grassland)

Description

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object with and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell's area overlaps with an area of darkness created by a spell of or lower, the spell that created the darkness is dispelled.

Source: Player's Handbook p. 230

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

Dazing Shot

Level

Level 1

Ritual

No

Components

None

Classes

Trick Shots

Description

When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of your next turn.

Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2

Deadeye Shot

Level

Level 1

Ritual

No

Components

None

Classes

Trick Shots

Description

When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Source: Matthew Mercer - Gunslinger Martial Archetype 1.2 p. 2

Death Ward

Level

Level 4

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

8 hours

Classes

Cleric, Paladin, Warlock (Undying), Warlock (Undead)

Description

You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.

Source: Player's Handbook p. 230