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Compendium

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7 categories

Spells

884 of 884 entries · Showing 301–350

Fireball*

Level

Level 3

School

Evocation

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (a tiny ball of bat guano and sulfur)

Duration

Instantaneous

Classes

Cleric (Light), Artificer (Artillerist)

Description

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

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. 241

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

Dice Rolls

8d6

Fist of Four Thunders

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

Self (15-foot cube)

Components

V, S, M (2 ki points)

Duration

Instantaneous

Classes

Monk (Way of the Four Elements)

Description

You can spend 2 ki points to cast thunderwave.

Thunderwave: 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.

Additional Ki Points. When you cast this spell by spending 3 or more ki points, the damage increases by 1d8 for each ki point above 2..

Source: Player's Handbook p. 81

Dice Rolls

1d8

Fist of Unbroken Air

Level

Cantrip

Ritual

No

Casting Time

1 action

Range

30 feet

Duration

Instantaneous

Classes

Monk (Way of the Four Elements)

Description

You can create a blast of compressed air that strikes like a mighty fist. As an action, you can spend 2 ki points and choose a creature within 30 feet of you. That creature must make a Strength saving throw. On a failed save, the creature takes 3d10 bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend, and you can push the creature up to 20 feet away from you and knock it prone. On a successful save, the creature takes half as much damage, and you don't push it or knock it prone.

Source: Player's Handbook p. 81

Dice Rolls

3d10

Fizban's Platinum Shield

Level

Level 6

School

Abjuration

Casting Time

1 bonus action

Range

60 feet

Components

V, S, M (a platinum-plated dragon scale, worth at least 500 gp)

Duration

Concentration, up to 1 minute

Classes

Sorcerer, Wizard

Description

You create a field of silvery light that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits:

Cover. The creature has half cover.

Damage Resistance. The creature has resistance to acid, cold, fire, lightning, and poison damage.

Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field.

Source: Fizban's Treasury of Dragons p. 20

Flame Arrows

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Druid, Ranger, Sorcerer, Wizard, Artificer

Description

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

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

Source: Xanathar's Guide to Everything p. 156, Elemental Evil Player's Companion p. 18, Princes of the Apocalypse p. 236

Dice Rolls

1d6

Flame Blade

Level

Level 2

School

Evocation

Ritual

No

Casting Time

1 bonus action

Range

Self

Components

V, S, M (leaf of sumac)

Duration

Concentration, up to 10 minutes

Classes

Druid, Sorcerer

Description

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Source: Player's Handbook p. 242

Dice Rolls

3d6

Flame Strike

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (pinch of sulfur)

Duration

Instantaneous

Classes

Cleric, Warlock (Fiend), Warlock (Celestial), Warlock (Genie Efreeti)

Description

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Source: Player's Handbook p. 242

Dice Rolls

4d6+4d6

Flame Strike*

Level

Level 5

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (pinch of sulfur)

Duration

Instantaneous

Classes

Cleric (Light), Cleric (War), Paladin (Devotion), Druid (Wildfire), Paladin (Glory)

Description

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

Source: Player's Handbook p. 242

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

Dice Rolls

4d6+4d6

Flames of the Phoenix

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

150 feet

Components

V, S, M (4 ki points)

Duration

Instantaneous

Classes

Monk (Way of the Four Elements)

Description

Prerequisite: 11th level

You can spend 4 ki points to cast fireball.

Fireball: A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

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. 81

Dice Rolls

8d6

Flaming Sphere

Level

Level 2

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)

Duration

Concentration, up to 1 minute

Classes

Druid, Warlock (Celestial), Wizard, Sorcerer

Description

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Source: Player's Handbook p. 242

Dice Rolls

2d6

Flaming Sphere*

Level

Level 2

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)

Duration

Concentration, up to 1 minute

Classes

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

Description

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Source: Player's Handbook p. 242

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

Dice Rolls

2d6

Flesh to Stone

Level

Level 6

School

Transmutation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a pinch of lime, water, and earth)

Duration

Concentration, up to 1 minute

Classes

Warlock, Wizard, Druid, Sorcerer

Description

You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.

A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.

If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

Source: Player's Handbook p. 243

Flock of Familiars

Level

Level 2

School

Conjuration

Ritual

No

Casting Time

1 minute

Range

Touch

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Warlock, Wizard

Description

You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.

Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.

When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.

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

Source: Lost Laboratory of Kwalish p. 57

Fly

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a wing feather from any bird)

Duration

Concentration, up to 10 minutes

Classes

Sorcerer, Warlock, Wizard, Artificer

Description

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

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

Source: Player's Handbook p. 243

Fog Cloud

Level

Level 1

School

Conjuration

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 1 hour

Classes

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

Description

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Source: Player's Handbook p. 243

Fog Cloud*

Level

Level 1

School

Conjuration

Ritual

No

Casting Time

1 action

Range

120 feet

Components

V, S

Duration

Concentration, up to 1 hour

Classes

Cleric (Tempest)

Description

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured, It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Source: Player's Handbook p. 243

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

Forbiddance

Level

Level 6

School

Abjuration

Ritual

Yes

Casting Time

10 minutes

Range

Touch

Components

V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)

Duration

1 day

Classes

Cleric

Description

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

Source: Player's Handbook p. 243

Dice Rolls

5d10

Forbiddance (Ritual Only)

Level

Level 6

School

Abjuration

Ritual

Yes

Casting Time

10 minutes

Range

Touch

Components

V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)

Duration

1 day

Classes

Ritual Caster

Description

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

The spell's area can't overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

Source: Player's Handbook p. 243

Dice Rolls

5d10

Forcecage

Level

Level 7

School

Evocation

Ritual

No

Casting Time

1 action

Range

100 feet

Components

V, S, M (ruby dust worth 1,500 gp)

Duration

1 hour

Classes

Bard, Warlock, Wizard

Description

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by dispel magic.

Source: Player's Handbook p. 243

Forceful 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 trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

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

Foresight

Level

Level 9

School

Divination

Ritual

No

Casting Time

1 minute

Range

Touch

Components

V, S, M (a hummingbird feather)

Duration

8 hours

Classes

Bard, Druid, Warlock, Wizard

Description

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This spell immediately ends if you cast it again before its duration ends.

Source: Player's Handbook p. 244

Fortune's Favor

Level

Level 2

School

Divination

Ritual

No

Casting Time

1 minute

Range

Touch

Components

V, S, M (a white pearl worth at least 100 gp, which the spell consumes)

Duration

1 hour

Classes

Wizard (Chronurgy), Wizard (Graviturgy)

Description

You impart latent luck to yourself or one willing creature you can see within range. When the chosen creature makes an attack roll, an ability check, or a saving throw before the spell ends, it can dismiss this spell on itself to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the chosen creature, it can dismiss this spell on itself to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.

If the original d20 roll has advantage or disadvantage, the creature rolls the additional d20 after advantage or disadvantage has been applied to the original roll.

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

Source: Explorer's Guide to Wildemount p. 186

Freedom of Movement

Level

Level 4

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a leather strap, bound around the arm or a similar appendage)

Duration

1 hour

Classes

Bard, Cleric, Druid, Ranger, Artificer, Sorcerer (Clockwork)

Description

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Source: Player's Handbook p. 244

Freedom of Movement*

Level

Level 4

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a leather strap, bound around the arm or a similar appendage)

Duration

1 hour

Classes

Cleric (War), Druid (Arctic), Druid (Coast), Druid (Forest), Druid (Grassland), Druid (Swamp), Paladin (Devotion), Paladin (Glory)

Description

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Source: Player's Handbook p. 244

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

Freedom of the Waves

Level

Level 3

School

Evocation

Casting Time

1 action

Range

120 feet

Components

V, S, M (a strand of wet hair)

Duration

Instantaneous

Classes

Druid, Ranger, Sorcerer, Paladin (Oath of the Open Sea)

Description

You conjure a deluge of seawater in a 15-foot radius, 10-foot tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.

If you are within the spell's area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell's area.

Source: Tal'Dorei Campaign Setting: Reborn p. 176

Freedom of the Winds

Level

Level 5

School

Abjuration

Casting Time

1 action

Range

Self

Components

V, S, M (a scrap of sailcloth)

Duration

Concentration, up to 10 minutes

Classes

Druid, Ranger, Sorcerer, Paladin (Oath of the Open Sea)

Description

Wind wraps around your body, tugging at your hair and clothing as your feet lift off the ground. You gain a flying speed of 60 feet. Additionally, you have advantage on ability checks to avoid being grappled, and on saving throws against being restrained or paralyzed.

When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.

Source: Tal'Dorei Campaign Setting: Reborn p. 176

Friends

Level

Cantrip

School

Enchantment

Ritual

No

Casting Time

1 action

Range

Self

Components

S, M (a small amount of makeup applied to the face as this spell is cast)

Duration

Concentration, up to 1 minute

Classes

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

Description

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

Source: Player's Handbook p. 244

Frost Fingers

Level

Level 1

School

Evocation

Casting Time

1 action

Range

Self (15-foot cone

Components

V, S

Duration

Instantaneous

Classes

Wizard

Description

Freezing cold blasts from your fingertips in a 15-foot cone. Each creature in that area must make a Constitution saving throw, taking 2d8 cold damage on a failed save, or half as much damage on a successful one.

The cold freezes nonmagical liquids in the area that aren't being worn or carried.

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: Icewind Dale: Rime of the Frostmaiden p. 318

Dice Rolls

2d8

Frostbite

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S

Duration

Instantaneous

Classes

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

Description

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

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. 156, Elemental Evil Player's Companion p. 18, Princes of the Apocalypse p. 236

Dice Rolls

1d6

Galder's Speedy Courier

Level

Level 4

School

Conjuration

Ritual

No

Casting Time

1 action

Range

10 feet

Components

V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)

Duration

10 minutes

Classes

Warlock, Wizard

Description

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.

As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.

The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.

At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.

Source: Lost Laboratory of Kwalish p. 57

Galder's Tower

Level

Level 3

School

Conjuration

Ritual

No

Casting Time

10 minutes

Range

30 feet

Components

V, S, M (a fragment of stone, wood, or other building material)

Duration

24 hours

Classes

Wizard

Description

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

• A bedroom with a bed, chairs, chest, and magical fireplace

• A study with desks, books, bookshelves, parchments, ink, and ink pens

• A dining space with a table, chairs, magical fireplace, containers, and cooking utensils

• A lounge with couches, armchairs, side tables and footstools

• A washroom with toilets, washtubs, a magical brazier, and sauna benches

• An observatory with a telescope and maps of the night sky

• An unfurnished, empty room

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell's duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.

You can cast this spell again while it is active to maintain the tower's existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.

Source: Lost Laboratory of Kwalish p. 57

Gaseous Form

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a bit of gauze and a wisp of smoke)

Duration

Concentration, up to 1 hour

Classes

Sorcerer, Warlock, Wizard, Ranger (Swarmkeeper)

Description

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

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

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

Source: Player's Handbook p. 244

Gaseous Form*

Level

Level 3

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a bit of gauze and a wisp of smoke)

Duration

Concentration, up to 1 hour

Classes

Druid (Underdark), Druid (Spores), Artificer (Alchemist)

Description

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

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

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

Source: Player's Handbook p. 244

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

Gate

Level

Level 9

School

Conjuration

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (a diamond worth at least 5,000 gp)

Duration

Concentration, up to 1 minute

Classes

Cleric, Sorcerer, Wizard, Warlock

Description

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens in the named creature's immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

Source: Player's Handbook p. 244

Gate Seal

Level

Level 4

School

Abjuration

Casting Time

1 action

Range

60 feet

Components

V, S, M (a broken portal key, which the spell consumes)

Duration

24 hours

Classes

Sorcerer, Warlock, Wizard

Description

You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can't be opened for the duration. Spells and other effects that allow planar travel or open portals, such as gate or plane shift, fail if used to enter or leave the area. The cube is stationary.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled.

Source: Planescape: Adventures in the Multiverse - Sigil and the Outlands p. 12

Geas

Level

Level 5

School

Enchantment

Ritual

No

Casting Time

1 minute

Range

60 feet

Components

V

Duration

30 days

Classes

Bard, Cleric, Druid, Paladin, Wizard

Description

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Source: Player's Handbook p. 244

Geas*

Level

Level 5

School

Enchantment

Ritual

No

Casting Time

1 minute

Range

60 feet

Components

V

Duration

30 days

Classes

Paladin (Crown)

Description

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

Source: Player's Handbook p. 244

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

Gentle Repose

Level

Level 2

School

Necromancy

Ritual

Yes

Casting Time

1 action

Range

Touch

Components

V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)

Duration

10 days

Classes

Cleric, Wizard, Paladin

Description

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Source: Player's Handbook p. 245

Gentle Repose (Ritual Only)

Level

Level 2

School

Necromancy

Ritual

Yes

Casting Time

1 action

Range

Touch

Components

V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)

Duration

10 days

Classes

Ritual Caster

Description

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Source: Player's Handbook p. 245

Gentle Repose*

Level

Level 2

School

Necromancy

Ritual

Yes

Casting Time

1 action

Range

Touch

Components

V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)

Duration

10 days

Classes

Cleric (Grave), Druid (Spores)

Description

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.

Source: Player's Handbook p. 245

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

Giant Insect

Level

Level 4

School

Transmutation

Ritual

No

Casting Time

1 action

Range

30 feet

Components

V, S

Duration

Concentration, up to 10 minutes

Classes

Druid

Description

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The DM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Source: Player's Handbook p. 245

Gift of Alacrity

Level

Level 1

School

Divination

Ritual

No

Casting Time

1 minute

Range

Touch

Components

V, S

Duration

8 hours

Classes

Wizard (Chronurgy)

Description

You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls.

Source: Explorer's Guide to Wildemount p. 186

Dice Rolls

1d8

Gift of Gab

Level

Level 2

School

Enchantment

Ritual

No

Casting Time

1 reaction, which you take when you speak to another creature

Range

Self

Components

V, S, M (2 gp which the spell consumes)

Duration

Instantaneous

Classes

Bard, Wizard

Description

When I met Jim Darkmagic, I wondered how he got anything done in that outfit. I have since learned that most of his talents involve standing and talking. His outfit is perfect for that.

Jim Darkmagic is said to have invented this spell, originally calling it I said what?! Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened—by ensuring that no one knows it happened.

When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

Source: Acquisitions Incorporated p. 76

Glibness

Level

Level 8

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Self

Components

V

Duration

1 hour

Classes

Bard, Warlock

Description

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

Source: Player's Handbook p. 245

Globe of Invulnerability

Level

Level 6

School

Abjuration

Ritual

No

Casting Time

1 action

Range

Self (10-foot radius)

Components

V, S, M (a glass or crystal bead that shatters when the spell ends)

Duration

Concentration, up to 1 minute

Classes

Sorcerer, Wizard

Description

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

Source: Player's Handbook p. 245

Glyph of Warding

Level

Level 3

School

Abjuration

Ritual

No

Casting Time

1 hour

Range

Touch

Components

V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)

Duration

Until dispelled or triggered

Classes

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

Description

When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph: You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Source: Player's Handbook p. 245

Dice Rolls

5d8

Goading 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 goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Source: Player's Handbook p. 74

Gong of the Summit

Level

Cantrip

School

Evocation

Ritual

No

Casting Time

1 action

Range

60 feet

Components

V, S, M (3 ki points)

Duration

Instantaneous

Classes

Monk (Way of the Four Elements)

Description

Prerequisite: 6th level

You can spend 3 ki points to cast shatter.

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

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

Additional Ki Points: When you cast this spell using 4 or more ki points, the damage increases by 1d8 for each ki point above 3.

Source: Player's Handbook p. 81

Dice Rolls

3d8

Goodberry

Level

Level 1

School

Transmutation

Ritual

No

Casting Time

1 action

Range

Touch

Components

V, S, M (a sprig of mistletoe)

Duration

Instantaneous

Classes

Druid, Ranger

Description

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Source: Player's Handbook p. 246

Grappling Strike

Level

Level 1

Classes

Maneuvers

Description

Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player's Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.

Source: Tasha's Cauldron of Everything p. 42