TemporalShunt . . . by ?: ->''As in '''Explorer's Guide to Wildemount''''' except that it is a Charisma save and has the following change: *'''''Altered''''' save to Charisma.
FindSteed . . . by ?: ->The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it. You add your proficiency bonus to ability checks related to controlling the mount. If you already would, add double your proficiency bonus instead. If you are Incapacitated, the steed takes its turn immediately after yours and acts independently, focusing on protecting you. You can use an action to dismiss your steed, causing it to disappear. Casting this spell again summons the same steed, restored to its hit point maximum. If the steed dies, you can cast the spell to begin a Quick Resurrection challenge.
ModifyMemory . . . by ?: ->A ''[[Spells/RemoveCurse | remove curse]]'' or ''[[Spells/Restoration | restoration]]'' spell cast at 5th level or higher on the target restores the creature's true memory.
Geas . . . by ?: ->You can end the spell early by using an action to dismiss it. A ''[[Spells/RemoveCurse | remove curse]]'', ''[[Spells/Restoration | restoration]]'' cast at 5th level or higher, or ''[[Spells/Wish | wish]]'' spell also ends it.
Feeblemind . . . by ?: ->The spell can also be ended by ''[[Spells/Restoration | restoration]]'' spell cast at 6th level or higher, ''[[Spells/Heal | heal]]'', or ''[[Spells/Wish | wish]]''.
HoldCreature . . . by ?: *'''5th level or higher:''' You may instead target one creature of any type within range. You may target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
AntimagicField . . . by ?: ->'''Targeted Effects.''' Spells and other magical effects that target a creature or an object in the sphere have no effect on that target.
GentleRepose . . . by ?: ->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 ''[[Spells/Resurrection | resurrection]]''.
PsychicScream . . . by ?: ->Instead of causing heads to explode, the spell now reads: If a target is killed by this damage, the resonance of the spell remains, causing any resurrection spell beneath 7th level to fail, and preventing spells like Speak with Dead from communing with the lingering echo of the spirit. * '''Changed''' wording on resurrection limitation, added speak with dead limitation.
FindGreaterSteed . . . by ?: DEPRECATED, COMBINED WITH FIND STEED
ArmorOfAgathys . . . by ?: (:CastingTime: 1 bonus action:) *'''''Altered''''' cast time to 1 bonus action.
FalseLife . . . by ?: ->'''Effect.''' You gain @@2d4 + your spellcasting ability modifier@@ temporary hit points. ->'''''At Higher Level.''''' You gain '''3d4 additional temporary hit points''' for each slot level above 1st. *'''''Increased''''' base temp HP to 2d4 and upcast to 3d4.
ElementalWeapon . . . by ?: ->'''Target.''' One weapon. ->'''Effect.''' Choose one of the following damage types: %acid%acid%%, %cold%cold%%, %fire%fire%%, %lightning%lightning%%, or %thunder%thunder%%. For the duration, the weapon becomes a magic weapon and has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. The bonus to attack rolls can stack with enhancements from magic weapons, to a maximum of +3. ->'''''At Higher Levels.''''' * '''4th level:''' The bonus to attack rolls increases to +2 and the extra damage increases to 2d4. * '''6th level:''' The bonus increases to +3 and the extra damage increases to 3d4. * '''8th level or higher:''' The damage dice increase in size based on the level of the spell used: d6 at 8th level, d8 at 10th level, d10 at 11th level, and d12 at 12th level.
FireShield . . . by ?: ->''Thin and wispy flames wreathe your body.'' ->'''Effect.''' You shed bright light in a 10-foot radius and dim light for an additional 10 feet. Choose '''warm shield''' or '''cold shield''' when you cast the spell. The warm shield grants you resistance to %cold%cold damage%%, and the chill shield grants you resistance to %fire%fire damage%%. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts and takes %fire%2d8 fire damage%% (warm shield) or %cold%2d8 cold damage%% (cold shield). ->'''Special.''' You can end the spell early by using an '__Action__' to dismiss it. ->'''''At Higher Levels.''''' The damage the attacker takes increases by 1d8 for each slot level above 4th.
LightningArrow . . . by ?: (:CastingTime: 1 bonus action, taken immediately after hitting or missing a target with a ranged weapon attack:) (:Duration: Instantaneous:) (:Source: PHB 2024 292:) ->As your attack hits or misses the target, the weapon or ammunition you're using transforms into a lightning bolt. If you hit the target, it takes an extra 4d8 lightning damage from the attack. but on a miss, it still takes half of this extra damage. Then, the each creature within 10 feet of the target makes a Dexterity saving throw, taking 4d8 Lightning damage on a failed save or half as much damage on a successful one. ->The spell ends early if you cast it again or cast another smite spell, such as ''[[Spells/ShacklingSmite | shackling smite]]'' or ''[[Spells/EnsnaringStrike | ensnaring strike]]''. *''Changed'' activation to on hit and duration to instantaneous. Tweaks to how and when damage occurs.
ThunderousSmite . . . by ?: (:Duration: Instantaneous:) *''Changed'' bonus action to trigger on hit and duration to instantaneous
EnsnaringStrike . . . by ?: (:CastingTime: 1 bonus action, taken immediately after hitting a target with a weapon attack:) ->As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends. This spell only requires concentration while a creature is {+Restrained+} by the spell, but the spell ends early if you cast it again or cast another smite spell, such as ''[[Spells/ShacklingSmite | shackling smite]]'' or ''[[Spells/LightningArrow | lightning arrow]]''. ->While Restrained, the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends. ->'''''At Higher Levels.''''' The damage increases by 1d6 for each slot level above 1st. *'''''Changed''''' bonus action to trigger on hit.
WrathfulSmite . . . by ?: (:CastingTime: 1 bonus action, taken immediately after hitting a target with a weapon attack:) *Base damage is now 2d6 and deals necrotic damage. *'''''Changed''''' bonus action to trigger on hit, and damage to necrotic.
StaggeringSmite . . . by ?: (:CastingTime: 1 bonus action, taken immediately after hitting a target with a weapon attack:) (:Source: PHB 2024 319:) ->As you hit the target, your weapon pierces both body and mind, and the attack deals an extra 5d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it is Stunned until the end of your next turn. *'''''Changed''''' bonus action to apply on hit.
ShacklingSmite . . . by ?: ->As you hit the target, your weapon emits a blast of cold air and the attack deals an extra %cold% 4d8 cold damage %% to the target. Additionally, the target must succeed on a Strength saving throw or be {+Chilled+} until the spell ends. While a creature is chilled in this way, they are {+Restrained+}. This spell only requires concentration while a creature is {+Chilled+} by the spell, but the spell ends early if you cast it again or cast another smite spell, such as ''[[Spells/BrandingSmite | branding smite]]'' or ''[[Spells/LightningArrow | lightning arrow]]''.
BrandingSmite . . . by ?: ->As you hit the target, the weapon gleams with astral radiance as you strike. The attack deals an extra 3d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius, attack rolls against it have Advantage, and it can't become invisible until the spell ends. *''Updated'' wording and made bonus action trigger on hit.
BlindingSmite . . . by ?: (:CastingTime: 1 bonus action, taken immediately after hitting a target with a weapon attack:)
BanishingSmite . . . by ?: (:CastingTime: 1 bonus action, taken immediately after hitting a target with a weapon attack:)
WordOfRadiance . . . by ?: (:Source: PHB 2024 343 :) ->''As in '''PHB 2024''''' except damage also increases again at 23rd level and 28th level. * '''Changed''' target to fit emanation terminology.
WitchBolt . . . by ?: ->A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 2d12 lightning damage, and at the start of each of your turns for the duration, you deal 1d12 lightning damage to the target automatically. The spell ends if the target is ever outside the spell's range or if it has total cover from you. *'''''Increased''''' base damage to 2d10.
WindWall . . . by ?: *'''Increased''' damage to 4d8.
WindWalk . . . by ?: (:Source: PHB 2024 341, SRD:) ->You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition; and it has Resistance to Bludgeoning, Piercing, and Slashing damage. The only actions a target can take in this form are the Dash action or a Magic action to begin reverting to its normal form. Reverting takes 1 minute, during which the target has the Stunned condition. Until the spell ends, the target can revert to cloud form, which also requires a Magic action followed by a 1-minute transformation. ->If a target is in cloud form and flying when the effect ends, the target descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, it falls the remaining distance. *'''Changed''' wording to 2024 version.
Weird . . . by ?: ->'''''At Higher Levels.''''' The damage increases by 1d10 for each slot level above 9th.
PhantasmalKiller . . . by ?: ->'''''At Higher Levels.''''' The damage increases by 1d10 for each slot level above 9th.
Web . . . by ?: (:Source: PHB 2024 340, SRD:) ->You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. ->If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. ->The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. ->A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.
WaterWalk . . . by ?: ->'''Special.''' A creature submerged in a liquid while affected by this spell rises to the surface of the liquid at a rate of 60 feet per round. An affected target may take a Bonus Action to suppress or reactivate the spell, allowing them to sink into or quickly submerge from the liquid. *'''Added''' submerging ability.
WardingBond . . . by ?: ->This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws. Additionally, it takes half damage from all sources, and when it takes damage, you take the same amount of damage. This shared damage is not reduced by your own resistance. *'''Changed''' effect to split damage, not give resistance and share damage.
OrateText . . . by ?: (:CastingTime: 1 action:) ->'''Target.''' One piece of written text within range, such as a single book or a piece of parchment or one creature. -> When cast on a creature, when that creature communicates by signing, the meaning of their signs is vocalized in a language the creature knows. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or 5th level, the duration is 8 hours. When you cast this spell using a spell slot of 6th or 7th level, the duration is 24 hours if you target a creature, or until dispelled if you target an object. When you cast this spell using a spell slot of 8th level or higher, the duration is 10 days. *'''Changed''' cast to 1 action, and added the ability to translate sign language. Adjusted upcast accordingly.
Thunderclap . . . by ?: (:Range: Self (5-foot emanation:)
Teleport . . . by ?: (:Source: PHB 2024 331, SRD:) ->This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be held or carried by an unwilling creature. ->The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. ||! Table: Teleportation Outcome !|| ||Viewed once or Described ||01-43 ||44-53 ||54-73 ||74-100 || ->'''Familiarity.'''
Telekinesis . . . by ?: ->You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. ->'''Creature.''' You can try to move a Huge or smaller creature. The target must succeed on a Strength saving throw, or you move it up to 30 feet in any direction within the spell's range. Until the end of your next turn, the creature has the Restrained condition, and if you lift it into the air, it is suspended there. It falls at the end of your next turn unless you use this option on it again and it fails the save. ->'''Object.''' You can try to move a Huge or smaller object. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction within the spell's range. ->If the object is worn or carried by a creature, that creature must succeed on a Strength saving throw, or you pull the object away and move it up to 30 feet in any direction within the spell's range.
HideousLaughter . . . by ?: ->One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the Prone condition on itself. ->At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends. ->'''''At Higher Levels.''''' You can target an additional creature for each slot level above 1st. [[!Arcane Warrior]] [[!Bard]] [[!Warlock]] [[!Wizard]]
Symbol . . . by ?: ->You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must remain in place; if it 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 imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice. ->When you inscribe the glyph, you set its trigger and choose which effect the symbol bears: Death, Discord, Fear, Hopelessness, Insanity, Pain, Sleep, or Stunning. Each one is explained below. ->'''Set the Trigger.''' You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. ->You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
SwiftQuiver . . . by ?: (:Source: PHB 2024 329:) ->When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows, Bolts, or bullets, such as a Longbow, Light Crossbow, or rifle. The spell magically creates the ammunition needed for each attack, which deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses. *'''Updated''' to new wording, allowed it to work with firearms.
MassSuggestion . . . by ?: (:Source: PHB 2024 296, SRD:) ->You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to any of the targets or their allies. For example, you could say, "Walk to the village down that road, and help the villagers there harvest crops until sunset." Or you could say, "Now is not the time for violence. Drop your weapons, and dance! Stop in an hour." ->Each target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. Each Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it. ->'''''At Higher Levels.''''' The range increases by 30 feet and the number of creatures you can affect doubles for each level above 6th. -> Changed to PHB 2024 versions, changed upcast to increase range and targets.
StormOfVengeance . . . by ?: ->A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for the duration. * '''Increased''' damage, changed deafened duration.
StinkingCloud . . . by ?: ->Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature is incapacitated. ->Creatures that don't need to breathe automatically succeed on this saving throw. *'''Added''' Added poisoned condition wording.
SpiritGuardians . . . by ?: -> Change to emanation wording, added damage choice, rather than alignment based.
SpeakWithPlants . . . by ?: ->You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
SpeakWithAnimals . . . by ?: *'''Changed''' to 2024 version, added caveat about working on beast-like creatures.
SleetStorm . . . by ?: (:Source: PHB 2024 317, SRD:) ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, you can increase the radius of the cylinder by up to 10 feet for each slot level above 3rd. -> Updated to new version, added Drenched and Chilled conditions.
Simulacrum . . . by ?: (:Source: PHB 2024 317, SRD:) ->You create a simulacrum of one creature that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile turns into the simulacrum, which is a creature. It uses the game statistics of the original creature at the time of casting, except it is a Construct, its Hit Point maximum is half as much, and it can't cast this spell. ->The simulacrum is Friendly to you and creatures you designate. It obeys your commands and acts on your turn in combat. The simulacrum can't learn, form long-term memories, or gain levels, and it can't take Short or Long Rests. ->If the simulacrum takes damage, the only way to restore its Hit Points is to repair it as you take a Long Rest, during which you expend components worth 100 GP per Hit Point restored. The simulacrum must stay within 5 feet of you for the repair. ->The simulacrum lasts until it drops to 0 Hit Points, at which point it reverts to snow and melts away. If you cast this spell again, any simulacrum you created with this spell is instantly destroyed.
TruePolymorph . . . by ?: ->Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transformation lasts for the duration or until the target dies or is destroyed, but if you maintain Concentration on this spell for the full duration, the spell lasts until dispelled, or until you use your action to end it.
Shapechange . . . by ?: Deprecated, folded into True Polymorph
Etherealness . . . by ?: ->'''Effect.''' You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane, and you remain in the Border Ethereal for the duration. During this time, you can move in any direction, but if you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren't on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. ->'''Ending the Spell.''' You can use your '__Action__' to dismiss the spell early. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take %force%force damage%% equal to twice the number of feet you are moved. ->'''Special.''' This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn't border it, such as one of the Outer Planes. ->'''''At Higher Levels.''''' You can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell.
Dream . . . by ?: [deleted] ->This spell shapes a creature's dreams.
Sending . . . by ?: (:Source: PHB 2024 314, SRD:) ->'''Effect.''' You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. ->'''Special.''' The spell enables targets to understand the meaning of your message. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails. Other circumstances may block this message as well, such as being on other planes of existence, per the DM's discression. *'''''Changed''''' wording to 2024 version.
Seeming . . . by ?: (:Source: PHB 2024 314, SRD:) ->You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. ->You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets' bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target's new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration. ->The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature's outfit, objects pass through the hat. ->A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.
RopeTrick . . . by ?: '''Components:''' {$:Components} ''(a segment of rope)'' [[<<]]
RayOfSickness . . . by ?: (:Source: PHB 2024 311:) *'''Poisoned''' condition happens automatically, upcast now 2d8 (from 1d8).
PurifyFoodAndDrink . . . by ?: ->You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the area of the spell doubles for each slot level above 1st. *'''Changed''' to new PHB version, improved upcasting option to double the area.
PrismaticWall . . . by ?: ->'''''At Higher Levels.''''' The damage of damaging layers deal an additional 2d6 damage, the wall's length or height increases by 30 feet, or its diameter increases by 10 feet, and the damage threshold to dispel layers destroyed by damage increases by 10 for each slot level above 9th. * '''Increased''' layer damage to 12d6, improved upcast.
PrismaticSpray . . . by ?: ->'''1-Red.''' The target takes 12d6 fire damage on a failed save, or half as much damage on a successful one. ->'''2-Orange.''' The target takes 12d6 acid damage on a failed save, or half as much damage on a successful one. ->'''3-Yellow.''' The target takes 12d6 lightning damage on a failed save, or half as much damage on a successful one. ->'''4-Green.''' The target takes 12d6 poison damage on a failed save, or half as much damage on a successful one. ->'''5-Blue.''' The target takes 12d6 cold damage on a failed save, or half as much damage on a successful one.
ProtectionFromEvilAndGood . . . by ?: '''Components:''' {$:Components} ''(a drop from a flask of holy water worth 25gp)'' [[<<]] ->'''''At Higher Levels.''''' You can target an additional creature for each spell slot above 1st. *'''Added''' material component.
ProduceFlame . . . by ?: * '''Combined''' with Create Bonfire, added to Artificer list.
PowerWordHeal . . . by ?: ->A wave of healing energy washes over a creature you can see within range. The target regains all its Hit Points. Any conditions, diseases, and curses on the target are also ended, and you may end any number of spells of your choice that are affecting the creature if Dispel Magic, Remove Curse, or Restoration can remove them. If the creature has the Prone condition, it can use its reaction to stand up.
PlantGrowth . . . by ?: (:CastingTime: 1 action (Overgrowth) or 8 hours (Enrichment):) (:Source: PHB 2024 305, SRD:) ->This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. ->'''Overgrowth.''' Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected. ->'''Enrichment.''' All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one Plant Growth per year. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 6th level or higher, the radius of Overgrowth increases to 300-feet and the radius Enrichment increases to 2 miles. When you cast this spell using a spell slot of 9th level or higher, the radius of Overgrowth increases to 600-feet and the radius of Enrichment increases to 5 miles.
PhantasmalForce . . . by ?: (:Source: PHB 2024 304:) ->''As in the '''2024 Player's Handbook''''' with the following added: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd level or higher, the damage the phantasm can deal increases by 1d8 for each slot level above 2nd. *'''Changed''' to new PHB wording, increased upcasting damage accordingly.
PassWithoutTrace . . . by ?: (:Range: Self (30-foot emanation):)
IrresistibleDance . . . by ?: ->One creature that you can see within range must make a Wisdom saving throw. Regardless of the result, the target is Charmed for the duration. While Charmed in this way, it dances comically, during which it must spend all its movement to dance in place, and has Disadvantage on Dexterity saving throws and attack rolls, and other creatures have Advantage on attack rolls against it. ->On a successful save, it is Charmed in this way until the end of its next turn, after which the spell ends for that target. On a failed save, the target is instead Charmed until the spell ends. On each of its turns, the target can take an action to collect itself and repeat the save, ending the spell on itself on a success. ->'''''At Higher Levels.''''' You can target one additional creature for each slot level above 6th. The creatures must be within 30 feet of each other when you target them.
FreezingSphere . . . by ?: ->'''''At Higher Levels.''''' The damage increases by 3d6 for each slot level above 6th.
MagicAura . . . by ?: ->With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled. ->'''Mask (Creature).''' Choose a creature type other than the target's actual type. Spells and other magical effects that detect creature types treat the target as if it were a creature of the chosen type, such as Detect Evil and Good, Divine Sense, or the trigger of a ''[[Spells/Symbol | symbol]]'' spell. Spells and other magic effects that affect specific types of creatures, such as holy water, Divine Smites, or Slaying weapons, still affect the creature as if they were their true creature type, which may reveal this spell's deception. ->'''False Aura (Object).''' You change the way the target appears to spells and magical effects that detect magical auras, such as Detect Magic. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose. *'''Updated''' wording w/ parts of 2024 book, but clarified Mask so that it does not actually change your creature type.
MagnificentMansion . . . by ?: ->You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the door remains open. You can open or close it (no action required) if you are within 30 feet of it. While closed, the door is imperceptible. ->Beyond the door is a magnificent foyer with numerous chambers beyond. The dwelling's atmosphere is clean, fresh, and warm. ->You can create any floor plan you like for the dwelling, but it can't exceed 50 contiguous 10-foot Cubes. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. Furnishings and other objects created by this spell dissipate into smoke if removed from it. ->A staff of 100 near-transparent servants attends all who enter. You determine the appearance of these servants and their attire. They are invulnerable and obey your commands. Each servant can perform tasks that a human could perform, but they can't attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can't leave the dwelling. ->When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the unoccupied spaces nearest to the entrance.
FaithfulHound . . . by ?: ->You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 300 feet away from it. ->On your later turns, you can take a Magic action to move the hound up to 40 feet. *'''Increased''' the distance the hound can be from you to 300 feet from 100, and added the ability to move it as an action.
MeteorSwarm . . . by ?: ->A creature that takes 40 or more damage from the spell is knocked prone. A creature that takes 80 or more damage is also stunned until the end of its next turn.
MindSpike . . . by ?: ->''As in '''Xanathar's Guide to Everything''''' except the base damage is 3d8. >Increased base damage to 3d8.
Maze . . . by ?: ->The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends. (a minotaur or goristro demon automatically succeeds). ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 9th level or higher, the DC of the Intelligence check to escape the maze increases by 2 for each slot level above 8th. *'''Changed''' ability check to be Investigation, increased upcast.
Suggestion . . . by ?: (:Source: PHB 2024, SRD:) ->You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or it allies. For example, you could say, "Fetch the key to the cult's treasure vault, and give the key to me." Or you could say, "Stop fighting, leave this library peacefully, and don't return." ->The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it. *'''Adjusted''' wording to be new version.
MassHealingWord . . . by ?: ->As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 3d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. *'''''Altered''''' baseline healing to 3d4 from 2d4.
MassHeal . . . by ?: ->A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded, deafened, poisoned, or silenced. This spell has no effect on undead or constructs.
MagicCircle . . . by ?: ->'''''At Higher Levels.''''' The duration increases by 1 time increment for each slot level above 3rd (8 hours at 4th level, 24 hours at 5th level, 10 days at 6th level, 30 days at 7th level, 1 year at 8th level, until dispelled at 9th level). *'''Improved''' upcasting to last longer.
UnearthlyChorus . . . by ?: * '''3rd or 4th level:''' The duration is '''1 hour''', and the style of music can be changed at will (no action required). * '''5th level:''' You can instead anchor the spell to a point you touch. When you cast the spell in this way, it doesn't require concentration, you only gain '__Advantage__' when creatures can hear the music, and you can only use the '__Bonus Action__' while within 30 feet of the point you touch. * '''6th level:''' The duration is 24 hours. * '''7th level:''' The duration is 30 days. * '''8th level:''' The duration is 1 year. * '''9th level:''' The spell lasts until it is dispelled.
EncodeThoughts . . . by ?: ->''As in '''Guildmaster's Guide to Ravnica''''' except they can now be read by anyone if they use their Action, and with the following improvements with level:
Resurrection . . . by ?: *'''7th level or higher:''' You may forgo additional targets to instead empower the spell further. You may target the corpse of a dead creature that has been dead for no more than a century, and a successful resurrection returns the target to life with all its hit points and restores any missing body parts. However, casting this spell to restore life to a creature that has been dead for one year or longer taxes you, and until you finish a '__Long Rest__', you can't cast spells and you have '__Disadvantage__' on all attack rolls, ability checks, and saving throws. When empowered in this way, the spell consumes a diamond worth 1000 gp instead of 500 gp.
LocateTarget . . . by ?: (:title Locate Target:) (:Source: Combined:) ->'''Effect.''' Describe or name an object that is familiar to you, including a specific object as long as you have seen it within 30 feet of you at least once. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. If you name a kind of object, such as a specific tool or piece of furniture, the spell locates the nearest object of that type. ->'''Special.''' This spell can't locate a target if any thickness of lead, even a thin sheet, blocks a direct path between you and the target or if running water at least 10 feet wide blocks a direct path between you and the target. If the target is in a different form or otherwise masked, this spell does not locate it. ->'''''At Higher Levels.''''' *'''4th level or higher:''' The duration is concentration up to 1 hour. You can also choose to locate a creature instead of an object. *'''6th level or higher:''' The duration is 8 hours and no longer requires your concentration. The target can be within 1 mile of you. *'''8th level or higher:''' The duration is 24 hours. The target can be within 5 miles of you.
LocateResources . . . by ?: (:title Locate Resources:) ->'''Effect.''' Describe or name a specific kind of beast, plant, or natural resource such as "Bear," "Wheat," or "Clay". You learn the direction and distance to the closest creature, plant, or other natural resource of that kind within 5 miles, if any are present. ->'''''At Higher Levels.''''' The range of the detection of the spell increases by 5 miles for each spell level above 2nd. *'''''Altered''''' from ''locate animals or plants'' to include all natural resources.
DominatePerson . . . by ?: *'''12th level or higher:''' The duration is 8 hours and no longer requires concentration.
HoldPerson . . . by ?: ->'''''At Higher Levels.''''' *'''3rd level or higher:''' You can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. *'''5th level or higher:''' You may instead target one creature of any type within range. You may target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. *'''''Combined'''''' ''hold person'' and ''hold monster''
CharmCreature . . . by ?: (:title Charm Creature:) ->'''Failure.''' The target is [[Mechanics/Conditions#charmed | %condition%Charmed%%]] by you until the spell ends or until you or your companions do anything harmful to it. The [[Mechanics/Conditions#charmed | %condition%Charmed%%]] creature is Friendly to you. ->'''''At Higher Levels.''''' *'''2nd level or higher:''' You can target one additional humanoid for each slot level above 1st. The humanoids must be within 30 feet of each other when you target them. *'''4th level or higher:''' You may instead target one creature of any type within range. You may target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. *'''''Combined''''' ''charm person'' and ''charm monster''
ComprehendLanguages . . . by ?: ->'''''At Higher Levels.''''' *'''3rd or 4th level:''' The duration is 8 hours. *'''5th or 6th level:''' The duration is 24 hours. *'''7th or 8th level:''' The duration is 30 days. *'''9th level or higher:''' The spell lasts until dispelled.
Nondetection . . . by ?: ->'''''At Higher Levels.''''' *'''6th level or higher:''' The duration increases to 1 week. *'''9th level or higher:''' The spell lasts until dispelled.
HealingWord . . . by ?: ->'''Target.''' One creature of your choice that you can see within range. ->'''Effect.''' The target regains hit points equal to @@2d4 + your spellcasting ability modifier@@. ->'''Special.''' This spell has no effect on undead or constructs. ->'''''At Higher Levels.''''' The healing increases by 2d4 for each slot level above 1st.
ConeOfCold . . . by ?: ->''A blast of cold air erupts from your hands.'' ->'''Target.''' Each creature in a 60-foot cone. ->'''Saving Throw.''' Targets make a Constitution saving throw. ->'''Failure.''' %cold%6d8 cold damage%% ->'''Success.''' Half as much damage. ->'''Special.''' A creature killed by this spell becomes a frozen statue until it thaws. ->'''''At Higher Levels.''''' The damage increases by 2d8 for each slot level above 5th.
AcidSplash . . . by ?: ->'''Saving Throw.''' Targets make a Dexterity saving throw.
FreedomOfMovement . . . by ?: ->'''Target.''' One willing creature. ->'''Effect.''' 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 [[Mechanics/Conditions#paralyzed | %condition%Paralyzed%%]] or [[Mechanics/Conditions#restrained | %condition%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 [[Mechanics/Conditions#grappled | %condition%Grappled%%]]. Finally, being underwater imposes no penalties on the target's movement or attacks. ->'''''At Higher Levels.''''' *'''6th level or higher:''' The duration is 8 hours. *'''8th level or higher:''' The duration is 24 hours.
DetectMagic . . . by ?: ->'''''At Higher Levels.''''' * '''3rd or 4th level:''' The duration is 1 hour. * '''5th or 6th level:''' The duration is 8 hours. * '''7th or 8th level:''' The duration is 8 hours, but the range within which you can sense things is expanded to be within 100 feet of you. * '''9th level or higher:''' The range within which you can sense things is expanded to be within 300 feet of you.
Jump . . . by ?: ->'''Target.''' One creature. ->'''Effect.''' The creature's jump distance is tripled until the spell ends. ->'''''At Higher Levels.''''' You can target an additional creature for each slot level above 1st.
EnhanceVision . . . by ?: ->'''''At Higher Levels.''''' *'''3rd level or higher:''' The range of the darkvision increases by 30 feet for each slot level above 2nd. *'''4th level or higher:''' Within its darkvision, the target can see the true form of any shapechanger or creature concealed by illusion or transmutation magic. *'''6th level or higher:''' Within its darkvision, the target has truesight. *'''8th level or higher:''' Within its darkvision, the target can automatically tell if a creature is possessed by a creature such as a ghost, or if a creature that can affect, control, or exert influence is hiding in the creature, such as a parasite or intellect devourer, and it can use its '__Action__' to see through solid objects within its darkvision for 1 minute or until their concentration ends (as if they were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
DivineWord . . . by ?: (:CastingTime: 1 bonus action:)
GreaterRestoration . . . by ?: Deprecated *'''Combined''' with Lesser Restoration as Restoration.
TinyHut . . . by ?: (:Range: Self :) (:Source: 2024 PHB 291, SRD:) ->A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area. ->Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it. ->The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside. ->The spell ends early if you leave the Emanation or if you cast it again.
Fireball . . . by ?: ->'''Delayed Blast.''' Alternatively, you can condense the energy at the point and begin concentrating on the spell for the duration. When the spell ends, the energy explodes in the same 20-foot-radius-sphere and each creature in that area is subject to the Dexterity saving throw. The base damage of the explosion is %fire%6d6 fire damage%%, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended. If a creature touches the glowing energy before the spell ends, that creature must make a Dexterity saving throw, and on a failed save, the spell ends and the energy explodes. On a successful save, the creature can throw the energy up to 40 feet. If the thrown energy enters a creature's space or collides with a solid object, the spell ends and the energy explodes.
SecretChest . . . by ?: ->After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.. ->'''''At Higher Levels.''''' If you cast this spell using a spell slot of 5th level or higher, the length of time the chest can exist without there being a risk of it being trapped in the Ethereal Plane increases by 30 days per slot level above 4th.
InsectPlague . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d10 for each slot level above 5th.
IncendiaryCloud . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 9th level or higher, the radius of the spell increases by 10 feet and the damage increases by 2d8 for each slot level above 8th.
Imprisonment . . . by ?: '''Components:''' {$:Components} ''(a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 5000 gp)'' [[<<]]
IllusoryScript . . . by ?: ->You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know. ->If the spell is dispelled, the original script and the illusion both disappear. ->A creature that has Truesight can read the hidden message.
Identify . . . by ?: ->'''Effect.''' If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name. If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
IceKnife . . . by ?: ->''As in '''Xanathar's Guide to Everything''''' except it now deals half damage on a successful save. *'''''Added''''' half damage on a save.
HuntersMark . . . by ?: ->You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Investigation, Perception, and Survival checks you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours, and the damage die becomes 1d8. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours, and the damage die becomes 1d10. '''Damage''' increases with upcast. Works on Investigation checks now too.
HolyAura . . . by ?: (:Range: Self (30-foot emanation):) ->For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the Blinded condition until the end of its next turn.
Hex . . . by ?: '''At Higher Levels.''' When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours, and the extra damage increases to 2d8. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours, and the extra damage increases to 3d8.
Heroism . . . by ?: (:Source: PHB 2024 285, SRD:) ->A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns. ->'''''At Higher Levels.''''' You can target one additional creature for each spell slot level above 1st.
HeroesFeast . . . by ?: (:Range: Self (10-foot cube:) ->You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast. ->A creature that partakes gains several benefits, which last for 24 hours. The creature has Resistance to Poison damage, and it has Immunity to the Frightened and Poisoned conditions. Its Hit Point maximum also increases by 2d10, and it gains the same number of Hit Points. *'''Changed''' immunity to poison damage to resistance.
Heal . . . by ?: ->Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 120 hit points. This spell also ends the Blinded, Deafened, Poisoned, or Silenced conditions and removes any diseases affecting the target. This spell has no effect on constructs or undead. *'''Increased''' base healing and upcast healing, and added Poisoned and Silenced to the cured conditions.
Haste . . . by ?: ->'''Special.''' When the spell ends, the target is dazed until after its next turn, as a wave of lethargy sweeps over it. *'''Changed''' crash effect to be the Dazed condition.
Harm . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. *'''Increased''' upcasting damage to 3d6.
MirageArcane . . . by ?: ->You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed. ->The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. f the difference isn't obvious by touch, a creature examining the illusion can take the Study action to make an '''Intelligence (Investigation) check''' against your spell save DC to disbelieve it. If a creature discerns that the terrain is illusory, the creature sees a vague image superimposed on the real terrain.
Hallow . . . by ?: ->You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects. ->'''Hallowed Ward.''' Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the Charmed or Frightened condition from such creatures isn't possessed, Charmed, or Frightened by them while in the area. ->'''Extra Effect.''' You bind an extra effect to the area from the list below: ->'''Courage.''' Creatures of any types you choose can't gain the Frightened condition while in the area. ->'''Darkness.''' Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.
GuardianOfFaith . . . by ?: ->The Guardian can be targeted and affected by spells and attacks that can harm creatures. It has an AC of 20, uses your saving throws, and has resistance to all damage. When it would take damage, reduce the amount of damage it can deal by an amount equal to the damage it would have taken. Then, the creature that dealt the damage must save against the spell as if they had moved within 10 feet of it.
GreaterInvisibility . . . by ?: ->'''Effect.''' A creature you touch becomes '__Invisible__' until the spell ends.
GraspingVine . . . by ?: (:Range: 60 feet:) ->''As in the '''Player's Handbook 2024''''' : *'''Changed''' to PHB 2024 version.
Goodberry . . . by ?: ->Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use a bonus action to eat one berry, or an action to feed it to another creature within 5 feet of it. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. However, if a creature eats more than five berries in 1 hour, it must succeed on a DC 12 Constitution saving throw or be poisoned for 1d4 hours.
GlyphOfWarding . . . by ?: ->'''Set the Trigger.''' You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object or seeing the glyph. Once a glyph is triggered, this spell ends.
SummonBeast . . . by ?: ->'''Effect.''' You call forth a bestial spirit. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, Sea, Hive, Tunnels, or Web. The creature resembles an animal of your choice that is native to the chosen environment, which determines the Bestial Spirit stat block it uses. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its Move to avoid danger.
CharmPerson . . . by ?: ->'''Target.''' One humanoid you can see within range. ->'''Saving Throw.''' Target makes a Wisdom saving throw, and does so with '__Advantage__' if you or your companions are fighting it. ->'''Failure.''' The target is [[Mechanics/Conditions#charmed | %condition%Charmed%%]] by you until the spell ends or until you or your companions do anything harmful to it. The [[Mechanics/Conditions#charmed | %condition%Charmed%%]] creature regards you as a friendly acquaintance. ->'''Success.''' No effect. ->'''Special.''' When the spell ends, the creature knows it was [[Mechanics/Conditions#charmed | %condition%Charmed%%]] by you. ->'''''At Higher Levels.''''' You can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
ChromaticOrb . . . by ?: ->'''Target.''' One target within range. ->'''Attack Roll.''' Ranged spell attack. ->'''Hit.''' 3d8 %acid%acid%%, %cold%cold%%, %fire%fire%%, %lightning%lightning%%, %poison%poison%%, or %thunder%thunder%% damage (your choice when you cast the spell). ->'''Special.''' If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the first target. Make an attack roll against the new target, and make a new damage roll with one less d8. You may choose a new damage type for this roll. The orb can continue to leap until there is no longer a valid target, the attack roll misses, or there are no matching numbers on the d8s.
Bane . . . by ?: ->'''''At Higher Levels.''''' You can target one additional creature for each slot level above 1st.
Bless . . . by ?: ->'''''At Higher Levels.''''' You can target one additional creature for each slot level above 1st.
AnimalFriendship . . . by ?: ->'''Special.''' If the beast's Intelligence is 4 or higher, the spell fails. If you or one of your companions harms the target, the spell ends.
Barkskin . . . by ?: *'''Armor Class.''' The target's AC is 17, and it can't be reduced below this number. It can benefit from a shield with this armor class, but not its Dexterity modifier.
GaseousForm . . . by ?: ->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 bludgeoning, piercing, and slashing 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.
Forcecage . . . by ?: '''Components:''' {$:Components} ''(ruby dust worth 1,500 gp, which the spell consumes)'' [[<<]]
FlameStrike . . . by ?: ->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 5d6 fire damage and 5d6 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 and the radiant damage increases by 1d6 for each slot level above 5th.
FireStorm . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 8th level or higher, the damage increases by 2d10 for each slot level above 7th.
FingerOfDeath . . . by ?: ->You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 10d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this damage dies. *'''Increased''' base damage and added instant kill if it reduces you to 0 HP.
BlackTentacles . . . by ?: ->creature restrained by the tentacles can use its action to make a Strength (Athletics) check against your spell save DC. On a success, it frees itself.
Enthrall . . . by ?: ->You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save. On a failed save, the target has a -10 penalty to Perception checks and passive Perception until the spell ends. The spell ends early if you are incapacitated or can no longer speak.
Entangle . . . by ?: ->A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make an Strength (Athletics) check against your spell save DC. On a success, it frees itself.
DetectThoughts . . . by ?: ->You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. ->'''Sense Thoughts.''' You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don’t read the thoughts, but you know that a thinking creature is present. ->The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. ->'''Read Thoughts.''' Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target’s mind right now. If the target doesn’t know any languages and isn’t telepathic, you learn nothing. ->As a Magic action on your next turn, you can try to probe deeper into the target’s mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target’s reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target’s mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
Demiplane . . . by ?: ->'''Special.''' When the spell ends, the door disappears, and any objects inside the demiplane remain there. Each creature inside also remains unless you decide to teleport them through the door as it vanishes, appearing in the unoccupied spaces closest to the door's former space. If you cast this spell while on a demiplane, you may instead connect it to the last non-demiplane location you were in.
Daylight . . . by ?: ->A 60-foot-radius sphere of sunlight 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 in a 60-foot emanation. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the sunlight. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, radius of the light increases by 30 feet for each spell level above 3rd. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled. If any of the spell’s area overlaps with an area of darkness created by a spell equal to or lower than the spell slot used to cast daylight, the spell that created the darkness is dispelled. *'''Added''' Sunlight, Emanation wording, and improved upcast.
Contagion . . . by ?: ->Whenever the target receives an effect that would end the Poisoned condition or remove the disease, the target must succeed on a Constitution saving throw, or the condition doesn't end on it.
ConjureWoodlandBeings . . . by ?: ->'''Combat.''' You summon nature spirits that flit about you for the duration. Until the spell ends, each creature you choose that enters a space within 10 feet of you for the first time on a turn or starts its turn there must make a '''Dexterity saving throw''', taking %radiant%5d8 radiant damage%% on a failed save or half as much damage on a successful one. In addition, you can take the '__Disengage__' action as a '__Bonus Action__' for the spell's duration.
ConjureVolley . . . by ?: ->You brandish the weapon used to cast this spell and choose a point within range. Hundreds of similar spectral weapons (or ammunition appropriate to the weapon) fall in a volley from above and then disappear. Each creature of your choice in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 6d8 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. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d8 for each slot level above 5th. *'''Added''' friendly fire avoidance, reduced damage to 6d8, but increased upcasting to 2d8 per level.
ConjureElemental . . . by ?: ->'''Combat.''' You summon an Elemental spirit that fills a 10-foot Cube within range. The spirit lasts for the duration and is composed of air, earth, fire, or water (your choice) when you cast this spell. Once per turn, when a creature hostile to you Moves within 5 feet of the spirit or starts its turn there, you can make a melee spell attack against that creature. On a hit, the target takes 4d8 damage of a type determined by the spirit’s element: Bludgeoning (earth), Cold (water), Fire (fire), or Lightning (air). If the target is a Large or smaller creature, it is also pulled into the Cube and has the Restrained condition. At the start of each of its turns, the target must make a Strength saving throw against your spell save DC. On a success, the target frees itself. On a failure, the target takes 4d8 damage of the same type as the spell attack. The spirit can have only one creature restrained at a time.
ConjureCelestial . . . by ?: ->'''Combat.''' You summon the protective presence of a Celestial spirit, which manifests as a pillar of divine light that shines in a 10-foot-radius, 40-foot high cylinder centered on a point within range. Until the spell ends, Bright Light fills the cylinder, and when you Move on your turn, you can also move the cylinder up to 40 feet. When the cylinder appears in the creatures space or moves into it, or when a creature enters the cylinder or ends its turn there, you can bathe that creature in one of the following lights once per turn: * '''Searing Radiance.''' The creature must make a '''Dexterity saving throw''', taking %radiant%6d12 radiant damage%% on a failed save, or half as much damage on a successful one.
CompelledDuel . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the range the target can move away from you decreases by 5 feet for every two slot levels above 1st (25ft at 3rd level, 20ft at 5th level, 15ft at 7th level, etc.). If the creature is outside this new range, it must move to within the new range on its turn. If it cannot, it must move as close as possible.
CommuneWithNature . . . by ?: *Major terrain *Major landmarks *Most prevalent type of one of the following: plants, minerals, Beasts, or peoples *The location of one CR 10+ Aberration, Celestial, Elemental, Fey, Fiend, or Undead *Portals and influence from other planes of existence *Buildings and settlements *'''Clarified''' facts learned by Commune with Nature.
CloudOfDaggers . . . by ?: (:Source: PHB 2024:) ->''As in the '''Player's Handbook 2024'''''
Clone . . . by ?: '''Components:''' {$:Components} ''(a diamond worth at least 1,000 gp, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold the creature being cloned, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with salt water)'' [[<<]] ->You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed. ->If the original creature dies after the clone finishes forming, the creature’s soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment. The creature’s original remains, if any, become inert and can’t be revived, since the creature’s soul is elsewhere. *'''Clarified''' that the inch of flesh is an alternative to touching the creature.
BurningHands . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st.
Blight . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher, the damage increases by 2d8 for each slot level above 4th.
ArcaneHand . . . by ?: ->The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. The hand doesn't fill its space. ->'''Clenched Fist.''' The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 5d8 force damage. ->'''Forceful Hand.''' The hand attempts to push a Huge or smaller creature within 5 feet of it in a direction you choose. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier, plus 5 more feet for every increment of 5 it failed the save by. The hand moves with the target to remain within 5 feet of it. ->'''Grasping Hand.''' The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand is grappling the target, you can use a bonus action to have the hand crush it, dealing 4d6 + your spellcasting ability modifier bludgeoning damage to it. ->'''Interposing Hand.''' The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target and any other attacks or effects that originate from its space or pass through it. A hostile creature can't move through the hand's space if its Strength score is less than or equal to your spellcasting ability score. If its Strength score is higher, it can move toward you through the hand's space, but that space is difficult terrain for the target.
Disintegrate . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 7th level or higher, the damage increases by 5d6 for each slot level above 6th.
SummonOoze . . . by ?: [[!Artificer]] [[!Druid]] [[!Ranger]]
AuraOfVitality . . . by ?: (:CastingTime: 1 action:) (:Source: PHB 2024:) -> An aura radiates from you in a 30-foot Emanation for the duration. When you create the aura and at the start of each of your turns while it persists, you can restore 2d6 Hit Points to one creature in it. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d6 for each slot level above 3rd. *'''''Reverted''''' to the PHB 2024 version, but kept spell school change. Increased the upcast to be +1d6 per level.
AnimateObjects . . . by ?: ->'''''At Higher Levels.''''' If you cast this spell using a spell slot of 6th level or higher, you can increase the number of objects in the swarm by 4, increase the number of catapulted objects by 2, or increase the hit points of the object guardian by 10, armor class by 1, and damage of its Strike by 1d12 for each slot level above 5th. The size of the object you can permanently enchant using the 8 hour cast increases to Large with a 6th or 7th level spell slot, or Huge with an 8th or 9th level spell slot.
AntilifeShell . . . by ?: ->A shimmering barrier extends out from you in a 10-foot emanation for the duration, hedging out creatures other than undead and constructs. The barrier lasts for the duration.
GuardsAndWards . . . by ?: ->'''Other Spell Effect.''' You can place your choice of one of the following magical effects within the warded area of the stronghold.
AnimateDead . . . by ?: (:CastingTime: 1 action:) (:Range: 60 feet:) (:Components: VS:) (:Duration: (C) Varies:) (:Source: PHB 225, SRD:) '''Components:''' {$:Components} [[<<]] '''Duration:''' {$:Duration}, 10 minutes (combat) or 1 hour (non-combat) ->You summon a swarm of undead creatures to aid you in different ways, depending on the circumstance of the casting:
DanseMacabre . . . by ?: *Completely redesigned, now available to Bards.
Regenerate . . . by ?: ->You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). If you hold a severed body part to where it attaches stump, the spell instantaneously causes the appendage to reattach. ->Any other severed body part (fingers, legs, tails, eyes, and so on), if any, attempt to regrow after 2 minutes. Make a spellcasting ability check for each body part (the DC varies based on the injury.) On a successful check, the body part regrows in perfect condition, but on a failed save, the body rejects the magic, and this spell cannot be used to attempt to regrow that body part again.
Recomposition . . . by ?: ->This spell can also be used on a living creature to try and reattach severed limbs with a spellcasting ability check. The DC varies based on the injury. On a successful check, the limb is reattached, but on a failed save, the body rejects the magic, and this spell cannot be used to attempt to attach that limb again.
TrueResurrection . . . by ?: ->This spell can also be used on a creature who has already failed to come back in a Resurrection check as a Last Chance. Begin a Resurrection check, rolling without advantage. On a success, it is restored to life in the same way as above. Regardless, a creature can never have this spell cast on them as a Last Chance again.
Reincarnate . . . by ?: -> If the check fails, the caster may choose to reincarnate the soul as a child somewhere in the world. Successful reincarnations do not count as resurrections for determining the DC of Resurrection check. This spell can be cast on a creature that already failed a resurrection check, but it automatically fails, reincarnating the soul as explained above.
RaiseAwakenedUndead . . . by ?: ->You touch the body or piece of the body of a dead creature, or an item important to the creature in their lives. Initiate a Resurrection check. If you pass, the spell succeeds. If you fail, the material components are wasted and you cannot attempt again until you are at the site of the creature's death. If you perform the ritual at the site of the creature's death, the spell automatically succeeds, and the material components are not expended. If the creature's soul is both willing and at liberty to return, they are raised into a state of undeath. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 6th level or higher, you may target one additional creature for each slot level above 5th. Resolve each Resurrection check individually.
RaiseDead . . . by ?: ->You attempt to return a dead creature you touch to life, provided that it has been dead no longer than 10 days. Begin a Resurrection check. On a success, if the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 6th level or higher, you may target one additional creature for each slot level above 5th. Resolve each Resurrection check individually.
Revivify . . . by ?: ->You touch a creature that has died within the last minute and make a Quick Resurrection check. On a success, that creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.
SummonCelestial . . . by ?: '''''Trumpet Blast.''''' A creature who can hear you within 90 feet must make a '''DC @@Caster Spell Save DC@@ Constitution saving throw''' or take %thunder%@@1d10 + 3 + Spell Level@@ thunder damage%%, or half as much damage on a successful save. A creature who fails the saving throw is [[Mechanics/Conditions#deafened | %condition%Deafened%%]] and [[Mechanics/Conditions#silenced | %condition%Silenced%%]] until the end of its next turn.
PsiBlade . . . by ?: ->'''Hit.''' The weapon attack's normal damage, and a logic bomb is planted in the creature's mind until the start of your next turn. If the target speaks, such as to cast a spell with a verbal component, before your next turn, it immediately takes %psychic%1d8 psychic damage%% and the spell ends.
ToxicStrike . . . by ?: ->'''Hit.''' The weapon attack's normal damage + %poison%1d6 poison damage%%. If the target is [[Mechanics/Conditions#Poisoned | %condition%Poisoned%%]], or becomes [[Mechanics/Conditions#Poisoned | %condition%Poisoned%%]] as a result of this attack, it deals an additional %poison%1d12 poison damage%% instead. A creature hit with this attack has '__Disadvantage__' on saving throws against poisons until the start of your next turn.
RoseBlade . . . by ?: ->'''Hit.''' The weapon attack's normal damage, and thorny roses cover the creature until the start of your next turn. If the target fails a saving throw before your next turn, it immediately takes %physical%1d8 piercing damage%% and the spell ends.
CrusaderStrike . . . by ?: ->'''Hit.''' The weapon attack's normal damage, and a radiant mark of retribution hovers over the creature until the start of your next turn. If the target damages someone other than you before your next turn, it immediately takes %radiant%1d8 radiant damage%% and the spell ends.
CausticStrike . . . by ?: ->'''Hit.''' The weapon attack's normal damage, and volatile acid coats the creature's weapon or body until the start of your next turn. If the target makes an attack roll before your next turn, it immediately takes %acid%1d8 acid damage%% and the spell ends.
MajorIllusion . . . by ?: ->'''Target.''' A spot within range. ->'''Effect.''' You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image is purely visible; it isn't accompanied by sound, smell, or other sensory effects. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its '__Action__' to examine the image can determine that it is an illusion with a successful '''Intelligence (Investigation) check''' against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. ->'''Special.''' As long as you are within range of the illusion, you can use your '__Action__' to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
ProtectionFromEnergy . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, you may target an additional creature for each slot level above 3rd. When you cast this spell using a spell slot of 5th level or higher, the range of the spell increases to 30 feet.
Awaken . . . by ?: * When you cast this spell using a spell slot of 6th level or higher, you may target an additional beast or plant for each slot level above 5th, or the casting time is reduced by one increment for each slot level above 5th.
SummonAberration . . . by ?: '''''Multiattack.''''' The aberration makes a number of attacks equal to one third of this spell's level (rounded up). '''''Multiattack.''''' The aberration makes a number of attacks equal to one third of this spell's level (rounded up). !!! Star Spawn Aberrant Spirit ''Medium Aberration, Unaligned'' '''Armor Class''' @@11 + spell level@@ (natural armor) \ '''Speed''' 40 ft.
SummonFiend . . . by ?: '''''Innate Spellcasting.''''' The fiend uses your spellcasting ability modifier and spell save DC. It can innately cast the following spells, requiring no material components: \ At will: ''[[Spells/AlterSelf | alter self]], [[Spells/Darkness | darkness]], [[Spells/DetectMagic | detect magic]], [[Spells/Invisibility | invisibility]]'' (self only), ''[[Spells/MageHand | mage hand]], [[Spells/MinorIllusion | minor illusion]]'' !!! Rakshasa Fiendish Spirit ''Large Fiend, Unaligned'' || 14 (+2) || 17 (+3) || 18 (+4) || 13 (+1) || 16 (+3) || 20 (+5) || '''Skills''' Deception +@@5 + PB@@, Insight +@@3 + PB@@, Perception +@@3 + PB@@ \ '''Damage Vulnerabilities''' %physical%piercing%% \
SummonUndead . . . by ?: (:div2 class="note" style="width:400px;":) '''''Haunt Creature.''''' The spirit targets a creature it can see within 10 feet of itself and begins haunting it. While the target is Haunted, you and the spirit sense the direction and distance to the target if it is on the same plane of existence as you. Additionally, if the targets starts its turn within 10 feet of the spirit, the target must succeed on a '''DC @@Caster Spell Save DC@@ Wisdom saving throw''' or become [[Mechanics/Conditions#frightened | %condition%Frightened%%]] until the target of the target's next turn. The target remains Haunted until it dies, the spirit disappears, or the spirit uses this '__Bonus Action__' again. (:div2 class="note" style="width:400px;":) (:div2 class="note" style="width:400px;":) (:div2 class="note" style="width:400px;":)
MindBlank . . . by ?: ->'''Effect.''' The target is immune to %psychic%psychic damage%%, any effect that would sense its emotions or read its thoughts, divination spells, and the [[Mechanics/Conditions#charmed | %condition%Charmed%%]] condition. The spell even foils ''[[Spells/Wish | wish]]'' spells and spells or effects of similar power used to affect the target's mind or to gain information about the target.
OsseinMend . . . by ?: ->'''Effect.''' The target regains @@2d4 + your spellcasting ability modifier@@ hit points and has '__Advantage__' on the next attack roll it makes before the end of its next turn.
Counterspell . . . by ?: ->'''''At Higher Levels.''''' The interrupted spell has no effect if its level is less than the level of the spell slot you used.
Slow . . . by ?: ->'''Failure.''' A target is [[Mechanics/Conditions#slowed | %condition%Slowed%%]] for the duration. While [[Mechanics/Conditions#slowed | %condition%Slowed%%]] by this spell, it can use either an '__Action__' or a '__Bonus Action__', not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. Additionally, if the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its '__Action__' on that turn to complete the spell. If it can't, the spell is wasted.
MistyStep . . . by ?: ->'''''At Higher Levels.''''' The distance you may teleport increases by '''30 feet''' for each spell level above 2nd.
MinorIllusion . . . by ?: ->'''Cantrip Progression.''' This spell improves in certain ways when you reach higher levels. At 5th level, you can delay the illusion's manifestation by up to 1 minute, after which the effect occurs as normal. At 11th level, the spell's range increases to 60 feet. At 17th level, you can create simple moving images like flowing liquid or cacophonous sounds audible out to 300 feet away. At 23rd level, the spell no longer ends if you use it again and you can dismiss any number of illusions as an action. At 28th level, the duration becomes 1 hour and you can delay the manifestation of an illusion by up to an hour.
SteelWindStrike . . . by ?: ->'''''At Higher Levels.''''' The damage increases by 1d10 for each slot level above 5th.
GiftOfAlacrity . . . by ?: ->'''''At Higher Levels.''''' You can target '''one additional creature''' for every slot level above 1st.
TelepathicBond . . . by ?: ->'''Target.''' Up to eight willing creatures of your choice within range. ->'''Effect.''' Until the spell ends, you forge a telepathic link psychically linking each creature to all the others for the duration. The targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can't extend to other planes of existence. ->'''Special.''' Creatures with Intelligence scores of 2 or less aren't affected by this spell. ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 7th level or higher, the duration is '''8 hours'''. When you cast this spell using a spell slot of 9th level, the duration is '''24 hours'''.
ProtectivePenumbra . . . by ?: ->'''''At Higher Levels.''''' If you cast this spell using a spell slot of 3rd level or higher, the duration is concentration, up to '''10 minutes'''. If you use a spell slot of 4th level or higher, the duration is concentration, up to '''1 hour'''. If you use a spell slot of 5th level or higher, the duration is '''8 hours'''. If you use a spell slot of 7th level or higher, the duration is '''24 hours'''. If you use a 9th level spell slot, the spell lasts '''until dispelled'''. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
Wristpocket . . . by ?: ->'''''At Higher Levels.''''' The weight limit of the item within storage increases by '''5 pounds''' for each slot level above 2nd. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to '''10 minutes'''. If you use a spell slot of 5th level or higher, the duration is '''8 hours'''. If you use a spell slot of 7th level or higher, the duration is '''24 hours'''. If you use a 9th level spell slot, the spell lasts '''until dispelled'''. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.
UnseenServant . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd or 4th level, the range of the servant is '''120 feet'''. When you cast this spell using a spell slot of 5th or 6th level, the duration is '''8 hours'''. When you cast this spell using a spell slot of 7th or 8th level, the range of the servant is '''300 feet'''. When you cast this spell using a spell slot of 9th level or higher, the duration is '''24 hours'''.
Alarm . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd or 4th level, the duration is '''24 hours'''. When you cast this spell using a spell slot of 5th or 6th level, the duration is '''30 days'''. When you cast this spell using a spell slot of 7th or 8th level, the duration is '''180 days'''. When you cast this spell using a spell slot of 9th level or higher, the spell lasts '''until dispelled'''.
DisguiseSelf . . . by ?: ->'''''At Higher Levels.''''' The duration increases by '''1 hour''' for each slot level above 1st.
Invisibility . . . by ?: ->'''''At Higher Levels.''''' You can target '''one additional creature''' for each slot level above 2nd.
WaterBreathing . . . by ?: ->'''Target.''' Ten willing creatures you can see within range. ->'''Effect.''' The targets gain the ability to breathe underwater until the spell ends. ->'''Special.''' Affected creatures also retain their normal mode of respiration.
DispelMagic . . . by ?: ->'''Target.''' One creature, object, or magical effect within range. ->'''Effect.''' You may end any spell of 2nd level or lower on the target. For each spell of 3rd level or higher on the target, make an ability check using your spellcasting ability (@@DC 10 + the spell's level@@). On a successful check, the spell ends.
Enervation . . . by ?: ->A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Constitution saving throw. On a failed save, the target takes 4d8 necrotic damage, or half as much damage on a successful one. On subsequent turns, you use your action to force the target to repeat this saving throw again. The spell ends if you use your action to do anything else, if the target is ever outside the spell's range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. *Now is a Con save, and it doesn't end if it succeeds on the initial save.
VampiricTouch . . . by ?: -> Reworked the spell to run off of unarmed strikes.
WitherAndBloom . . . by ?: ->''As in '''Strixhaven: A Curriculum of Chaos''''' except the last paragraph, which reads: -> In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus its constution modifier plus your spellcasting ability modifier.
PrayerOfHealing . . . by ?: ->You utter an extended prayer of restoration. Choose a number of willing creatures equal to your Spellcasting Ability Modifier (minimum of 1). Each of those creatures who remains within range for the Spell’s entire casting gains the benefits of a Short Rest and also regains hit points equal to 2d8 + your spellcasting ability modifier. A creature can benefit from the healing of this spell multiple times, but cannot gain the benefits of a short rest from it until that creature finishes a natural Long Rest. Undead or constructs can gain the benefits of the short rest from this spell, but cannot be healed by it.
LifeTransference . . . by ?: ->''As in '''Xanathar's Guide to Everything''''' except: -> At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 2d8 for each slot level above 3rd.
Stoneskin . . . by ?: '''Components:''' {$:Components} ''(diamond dust worth 100 gp)'' [[<<]] ->When you cast the spell, you can choose to consume the diamond dust used in its casting. If you do, the target gains resistance to all bludgeoning, piercing, and slashing damage until the spell ends instead. *'''Added''' way to cast the spell without using the component, and a better version if you consume the diamond dust.
ConjureMinorElementals . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level or higher, the damage increase by 1d8 and the range of the difficult terrain increases by 5 feet for each slot level above 4th. If cast in a non-combat situation, the number of elementals you can summon increases by 2 for each slot level above 5th. As a result, you may heckle two additional creature, increase the Tides of Battle bonus by an additional +1, or other similar benefits. If the non-combat form transitions into the combat form, it deals damage according to the level the spell was cast.
Hibernate . . . by ?: ->With a wave of your hand, a willing creature of your choice that you can see within range falls unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration that target gains the immediate benefits of a long rest and it can’t be affected by this spell again until it finishes its next natural long rest.
SpiritShroud . . . by ?: ->Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn. ->In addition, any creature of your choice that you can see that starts its turn within 10 feet of you takes this damage and is chilled until the start of your next turn.
EnhanceAbility . . . by ?: ->'''Owl's Wisdom.''' The target has advantage on Wisdom checks and it gains darkvision to a range of 60 feet. If the target already has darkvision from another source, its range increases by 30 feet.
BloodSight . . . by ?: * If a creature is '__wounded__', you have '__Advantage__' on '''Wisdom (Perception) checks''' to determine their location as long as you aren't [[Mechanics/Conditions#blinded | %condition%Blinded%%]].
PowerWordFortify . . . by ?: ->'''At Higher Levels.''' When you cast this spell using a spell slot of 8th level or higher, the temporary hit points increases by 30 for each slot level above 7th.
FountOfMoonlight . . . by ?: ->'''At Higher Levels.''' When you cast this spell using a spell slot of 6th level or higher, the damage increases by 2d6 for every two slot levels above 4rd. When you cast the spell at 8th level or higher, the duration is concentration, up to 1 hour.
Shield . . . by ?: '''Casting Time:''' {$:CastingTime} [[<<]] ->'''Trigger.''' You are hit by an attack or targeted by the ''[[Spells/MagicMissile | magic missile]]'' spell. [[!{$:School}]] [[!Reaction Spells]]
MagicMissile . . . by ?: ->''You create three glowing darts of magical force.'' ->'''Target.''' Up to three creatures of your choice that you can see within range. ->'''Effect.''' A dart deals %force%1d4 + 1 force damage%% to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. [[!{$:School}]] [[!Action Spells]]
FeatherFall . . . by ?: [[!{$:School}]] [[!Reaction Spells]]
Sanctuary . . . by ?: ->''You ward a creature against attack.'' ->'''Target.''' One creature within range. ->'''Effect.''' Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a '''Wisdom saving throw'''. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a ''[[Spells/Fireball | fireball]]''. ->'''Special.''' If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
ShieldOfFaith . . . by ?: ->''A shimmering field appears and surrounds the creature.'' ->'''Target.''' A creature of your choice within range. ->'''Effect.''' The creature has +2 bonus to AC for the duration. [[!{$:Level} Level Spells]] [[!Concentration]] [[!Verbal]] [[!Somatic]] [[!Material]]
MageArmor . . . by ?: ->''You touch a willing creature and a protective magical force surrounds it until the spell ends.'' ->'''Target.''' A willing creature who isn't wearing armor. ->'''Effect.''' The target's base AC becomes @@13 + its Dexterity modifier@@. ->'''Special.''' The spell ends if the target dons armor or if you dismiss the spell as an '__Action__'.
BladeWard . . . by ?: (:CastingTime: 1 reaction:) '''Casting Time:''' {$:CastingTime}, which you take in response to a visible creature targeting you with a melee attack [[<<]]
ArcaneEye . . . by ?: (:redirect Spells.Clairvoyance:)
Clairvoyance . . . by ?: (:CastingTime: 1 action:) (:Duration: (C) 1 hour:) ->You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor cannot be attacked or otherwise interacted with, though it can be dispelled. ->When you cast the spell, you choose seeing or hearing. You can mentally receive sensory information from the chosen sense as if you were in its space, and the sensor can look in every direction. It has normal vision. As an '__Action__', you can switch between seeing and hearing. ->In addition, as an '__Action__' you can move the sensor 30 feet in any direction. There is no limit to how far away from you the sensor can move, but it can't enter another plane of existence. A solid barrier blocks the sensor's movement, but the sensor can pass through an opening as small as 1 inch in diameter. ->A creature that can see the sensor (such as a creature benefitting from truesight) sees a luminous, intangible orb about the size of a fist.
ConjureAnimals . . . by ?: (:Duration: (C) Varies:) '''Duration:''' {$:Duration}, 10 minutes (combat) or 1 hour (non-combat)
MajorImage . . . by ?: (:redirect Spells.MajorIllusion:)
SilentImage . . . by ?: (:redirect Spells.MajorIllusion:)
ShiftPigment . . . by ?: :'''Can the spell affect a creature's skin, eye color, scale color, nail color, or other physical traits?''':No, the spell is limited specifically to hair or fur when used on a creature. :'''Does the hair or fur color grow out over time or is it permanent?''':The hair or fur color will grow out over time. It effectively acts as a magic hair dye that will not wash out or fade, but it does not rewrite genetics to permanently give you the hair color.
MassCureWounds . . . by ?: ->A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 5d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. *'''''Altered''''' baseline healing to 5d8 from 3d8.
CureWounds . . . by ?: *'''''Altered''''' Upcast healing to 2d8 from 1d8.
Reconsider . . . by ?: ->You choose one spell from your spell book (or spell list if you are not a wizard) that you don’t have prepared, and you choose another spell you do have prepared. The unprepared spell replaces the prepared spell on your list of prepared spells. This replacement lasts until you cast ''reconsider'' again or finish a '__Long Rest__'.
ArcaneTransformation . . . by ?: - You have proficiency with all armor, shields, simple weapons, and martial weapons. When you cast this spell, or as a bonus action on subsequent turns, you can don or doff any armor or shield you are touching or wearing as a bonus action. When the spell ends, you can choose to automatically doff any armor or shield you are wearing. - All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls. *'''Changed''' casting time to a bonus action, added donning and doffing bonus action, and let you use your casting mod to fight.
SnowballSwarm . . . by ?: [[!ArcaneWarrior]] [[!Sorcerer]] [[!Wizard]]
AlterSelf . . . by ?: ->'''Natural Weapons.''' You grow claws, fangs, spines, horns, or a different natural weapon with the Finesse property of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
ChainLightning . . . by ?: ->A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one. If a single creature is targeted by multiple bolts, the damage they take increases by 5d8 for each bolt after the first.
ControlWeather . . . by ?: ->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. Make an ability check with your spellcasting ability modifier. It takes a number of minutes equal to 10 - half the result of your ability check (minimum 1) 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.
WallOfLight . . . by ?: ->''As in '''Xanathar's Guide to Everything''''' except for the third paragraph, which now reads: ->A creature must repeat this saving throw when it enters the wall for the first time on a turn or ends its turn there.
WallOfWater . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, you may increase its length or height by 10 feet and its damage by 1d6 for each slot level above 3rd.
WallOfSand . . . by ?: You create a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall's space and must spend 3 feet of movement for every 1 foot it moves there. When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 2d10 slashing damage on a failed save, or half as much damage on a successful one. Creatures who fail this save are blinded until the end of their next turn. A creature must repeat this save when it enters the wall for the first time on a turn or ends its turn there ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10, and you may increase its length, height, or thickness by 10 feet for each slot level above 3rd.
InvestitureOfFlame . . . by ?: (:CastingTime: 1 bonus action:) ->''As in '''Xanathar's Guide to Everything''''' except it is a bonus action to cast, the line of fire has been increased to 30 foot long from 15 foot long, it activates on cast and as a bonus action on subsequent turns, and the following has been added:
ChillTouch . . . by ?: ->'''Hit.''' %necrotic%1d8 necrotic damage%%, and the target can't regain hit points until end of your next turn. If the creature is undead, it has disadvantage on attack rolls for this duration.
Scatter . . . by ?: ->''As in '''Xanathar's Guide to Everything''''', except it is a Charisma save, and with the following added:
VortexWarp . . . by ?: ->''As in '''Strixhaven: A Curriculum of Chaos''''', except it is a Charisma saving throw.
ArcaneEruption . . . by ?: ->Churning magical energy explodes in a 20-foot-radius sphere centered on a point you choose within range. Each creature in the sphere must make a Dexterity saving throw. On a failed save, a creature takes 5d8 damage. On a successful save, a creature takes half as much damage.
Prestidigitation . . . by ?: *You instantaneously light or snuff out a candle, a torch, or a small campfire. *You instantaneously clean or soil an object no larger than 1 cubic foot. *You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. *You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
OnOff . . . by ?: ->'''Target.''' One electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from outside the device. ->'''Effect.''' You activate or deactivate the electronic device. ->'''Special.''' Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by ''on/off''. ->'''Cantrip Progression.''' This spell improves in certain ways when you reach higher levels. At 5th level, the spell has a range of 150 feet. At 11th level, you can ignore the verbal component of the spell. At 17th level, you can also ignore the somatic component of the spell. At 23rd level, the target of this spell no longer needs a clearly defined on off function to be affected. At 28th level, you can target a construct creature with this cantrip. If you do, the creature must make a Constitution saving throw. On a failed save, the creature is poisoned and slowed until the end of its next turn. If it fails by 5 or more, it is also stunned until the end of its next turn, and poisoned and slowed until the end of the turn after that.
Druidcraft . . . by ?: ->At 11th level, when you make a flower blossom, seed pod open, or leaf bud bloom, or the opposite effect, you may affect any number of targets within range simultaneously. In addition, when you light or snuff out a candle, torch, or small campfire, you may also affect any number of targets within range simultaneously. At 17th level, when you create a barrier against weather, you can influence the temperature and humidity within the sphere to feel comfortable to all creatures within it. This does not mitigate the dangers of extreme heat or magical weather effects. At 23rd level, the barrier against weather mitigates the dangers of extreme heat, cold, and magical weather, granting '__Advantage__' on saving throws against such effects. At 28th level, the barrier against weather becomes a 30-foot radius, and when you remove any unnatural smells from a creature, you may remove any unnatural smells from the body and clothing of any number of creatures within range.
Thaumaturgy . . . by ?: ->''You manifest a minor wonder or a sign of supernatural power.'' ->'''Target.''' Varies. ->'''Effect.''' You create one of the following magical effects within range: *Your voice booms up to three times as loud as normal for 1 minute. *You cause harmless tremors in the ground for 1 minute. *You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. *You instantaneously cause an unlocked door or window to fly open or slam shut. ->'''Special.''' If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an '__Action__'.
Shillelagh . . . by ?: ->''The wood of your weapon is imbued with nature's power.'' ->'''Target.''' One club or quarterstaff you are holding. ->'''Effect.''' You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. ->'''Special.''' The spell ends if you cast it again or if you let go of the weapon. ->'''Cantrip Progression.''' This spell improves in certain ways when you reach higher levels. At 5th level, you can cast this spell on any weapon, changing the die to a d8 only if it is not already higher. At 11th level, the weapon's damage die becomes a d10 if it not already higher, and at 17th level, the weapon's damage die becomes a d12 if it is not already higher. At 23rd level, the spell no longer ends if you use it again, though it does end if you let go of the weapon. At 28th level, the duration becomes 1 hour.
Light . . . by ?: ->'''Effect.''' The object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light.
FountainBlade . . . by ?: ->'''Target.''' One creature within the reach of your weapon. ->'''Attack Roll.''' Melee weapon attack with the weapon used to cast the spell. ->'''Hit.''' The weapon attack's normal damage, and a geyser forms beneath the target's feet in the space they occupy until the end of its next turn. If the target ends its turn within 5 feet of the geyser, it erupts and blasts the creature with a torrential spray of water. The target takes %physical%1d8 bludgeoning damage%% and the spell ends. ->'''Cantrip Progression.''' This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra %physical%1d8 bludgeoning damage%% to the target, and the damage the target takes for being hit with an attack increases to 2d8. Both damage rolls increase by 1d8 at 11th level, 17th level, 23rd level, and 28th level. [[!{$:School}]] [[!Bludgeoning]]
FrostStrike . . . by ?: ->'''Cantrip Progression.''' This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra %cold%1d8 cold damage%% to the target, and the damage the target takes for being hit with an attack increases to 2d8. Both damage rolls increase by 1d8 at 11th level, 17th level, 23rd level, and 28th level.
Message . . . by ?: ->''You point your finger toward a creature and whisper a message.'' ->'''Target.''' One creature within range. ->'''Effect.''' You whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. ->'''Special.''' Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. ->'''Cantrip Progression.''' This spell improves in certain ways when you reach higher levels. At 5th level, the spell has a range of 300 feet. At 11th level, you can ignore the somatic and material components of the spell. At 17th level, you can also ignore verbal components of the spell, sending messages to your target telepathically instead. The spell can incorporate a simple mental image, and your target can reply in the same way. At 23rd level, the spell can now penetrate up to 5 feet of stone, 5 inches of common metal, 1 inch of lead, or 15 feet of wood. At 28th level, the range of the spell becomes 1 mile.
Mending . . . by ?: ->'''Target.''' One object within range. ->'''Effect.''' This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object. ->'''Cantrip Progression.''' This spell improves in certain ways when you reach higher levels. At 5th level, you can fix a single break or tear that is no larger than 3 feet in any dimension, or you can reassemble broken fragments of an object as long as it can fit inside a 1-foot cube, remove scratches a rust from metal objects, or restore burned cloth and leather as long as at least 80% of the object is intact. At 11th level, the spell can repair a single break or tear no larger than 10 feet in any dimension, or reassemble broken fragments of an object as long as it can fit inside a 5-foot cube, or restore corroded metal objects to their original, untarnished state. The spell's range also increases to 15 feet. At 17th level, the spell's casting time is 1 action. At 23rd level, the range becomes 30 feet. At 28th level, when you cast this spell, it affects any number of eligible targets within range.
HeartStrike . . . by ?: [[!{$:School}]] [[!Necrotic]]
Guidance . . . by ?: ->''You channel magical insight to a creature, potentially turning a failure into success.'' ->'''Target.''' One creature within range who failed an ability check. ->'''Effect.''' The creature can roll a d4 and add the result to the ability check, potentially turning it into a success. ->'''Cantrip Progression.''' This spell improves in certain ways when you reach higher levels. At 5th level, the range of this spell becomes 30 feet. At 11th level, when the target rolls a 1 on the die granted from this spell, they may re-roll it and use the new result. At 17th level, the range of the spell becomes 60 feet. At 23rd level, the creature can roll a d6 instead of a d4. At 28th level, if the ability check still fails, the creature may add a d6 to its next ability check.
Resistance . . . by ?: ->''You channel magical protection to a creature, potentially turning a failure into success.''
Jolt . . . by ?: ->''Static energy surges through your arm as you blast a creature with a jolt of electricity.'' ->'''Target.''' One creature within range. ->'''Attack Roll.''' Ranged spell attack. ->'''Hit.''' %lightning%1d8 lightning damage%%, or %lightning%1d12 lightning damage%% if the target is wearing metal armor or wielding a martial weapon made of metal. ->'''Cantrip Progression.''' The spell's damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), 17th level (4d8 or 4d12), 23rd level (5d8 or 5d12), and 28th level (6d8 and 6d12). [[!{$:School}]] [[!Lightning]]
RayOfFrost . . . by ?: * '''''Altered''''' slow effect to the Chilled condition.
ViciousMockery . . . by ?: ->'''Success.''' No effect.
SacredFlame . . . by ?: ->''Flame-like radiance descends on a creature.''
SpareTheDying . . . by ?: ->'''Target.''' One living creature within range that has 0 hit points. ->'''Effect.''' The creature becomes '__Stable__'. ->'''Special.''' This spell has no effect on undead or constructs. ->'''Cantrip Progression.''' This spell improves in certain ways when you reach higher levels. At 5th level, you can ignore the somatic components of this spell. At 11th level, if the stabilized creature takes no further damage for 1 hour, it restores 1 hit point. At 17th level, the spell affects all creatures within a 10 foot radius, and if the stabilized creatures take no further damage for 1 minute, they restore 1 hit point. At 23rd level, if the stabilized creatures takes no further damage until the beginning of their turns, they restore hit points equal to your spellcasting ability modifier. At 28th level, the spell affects all creatures within a 30 foot radius.
ShockingGrasp . . . by ?: ->''Lightning springs from your hand to deliver a shock.'' ->'''Target.''' One creature within range. ->'''Attack Roll.''' Melee spell attack. ->'''Hit.''' %lightning%1d8 lightning damage%%, and the target can't take '__Reactions__' until the start of its next turn. ->'''Special.''' You have '__Advantage__' on the attack roll if the target is wearing armor made of metal. ->'''Cantrip Progression.''' The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), 17th level (4d8), 23rd level (5d8), and 28th level (6d8). [[!{$:School}]]
PowerWordKill . . . by ?: ->You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, it takes 12d12 psychic damage. * '''''Altered''''' damage type and number, removed somatic component. [[!9th Level Spells]] [[!Verbal]]
ConjureBarrage . . . by ?: ->You brandish the weapon used to cast this spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that shoot forward and then disappear. Each creature of your choice that you can see in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 4d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon used as the component.
CorpseExplosion . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 3rd level or higher, the damage increases by %fire%1d10 fire damage%% and %physical%1d10 piercing damage%% for each slot level above 3rd.
FindFamiliar . . . by ?: ->You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. With your DM's permission, you may choose other Tiny creatures of CR 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is an aberration, celestial, elemental, fey, fiend, or undead (your choice) instead of a beast.
Mislead . . . by ?: '''Components:''' {$:Components} [[<<]]
EnchantedEvening . . . by ?: ->A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target's clothing is altered or conjured by magic.
HouseOfCards . . . by ?: (:title House of Cards:) (:School: Conjuration:) (:Level: 3rd:) (:CastingTime: 1 minute:) (:Range: Touch:) (:Components: VSM:) (:Duration: 24 Hours:) (:Source: UA: Wonders of the Multiverse:) ''{$:Level}-Level {$:School}'' [[<<]]
SprayOfCards . . . by ?: (:Range: Self (15-foot cone):)
WaterySphere . . . by ?: (:School: Evocation:) *'''''Altered''''' spell school to Evocation from Conjuration.
FlamingSphere . . . by ?: (:School: Evocation:) *'''''Altered''''' spell school to Evocation from Conjuration.
FlameArrows . . . by ?: (:School: Evocation:) *'''''Altered''''' spell school to Evocation from Transmutation.
Glibness . . . by ?: (:School: Enchantment:) *'''''Altered''''' spell school to Enchantment from Transmutation.
Fear . . . by ?: (:School: Enchantment:) *'''''Altered''''' spell school to Enchantment from Illusion.
CauseFear . . . by ?: (:School: Enchantment:) *'''''Altered''''' spell school to Enchantment from Necromancy.
Telepathy . . . by ?: (:School: Divination:) *'''''Altered''''' spell school to Divination from Evocation.
ThornWhip . . . by ?: (:School: Conjuration:) *'''''Altered''''' spell school to Conjuration from Transmutation.
Earthquake . . . by ?: (:School: Transmutation:) *'''''Altered''''' spell school to Transmutation from Evocation.
BladeBarrier . . . by ?: (:School: Conjuration:) *'''''Altered''''' spell school to Conjuration from Evocation.
Contingency . . . by ?: (:School: Abjuration:) *'''''Altered''''' spell school to Abjuration from Evocation.
AcidArrow . . . by ?: ->'''Splash Zone.''' On a miss, the arrow still splashes the target with %acid% acid damage %% for half of the immediate damage. No additional damage is done at the end of its next turn.
TollTheDead . . . by ?: ->''As in '''Xanathar's Guide to Everything''''' except damage also increases again at 23rd level and 28th level. * '''Added''' epic level damage progression.
SwordBurst . . . by ?: ->''As in '''Tasha's Cauldron of Everything''''' except damage also increases again at 23rd level and 28th level. * '''Added''' epic level damage progression.
ShapeWater . . . by ?: * '''At 17th Level.''' You can move up to five 1-foot cubes of water simultaneously. The duration of all of your non-instantaneous effects increases up to 8 hours. Additionally, you can cause the water to form into complex shapes. * '''At 23rd Level.''' You can have any number of non-instantaneous effects active at a time. * '''At 28th Level.''' You can affect any liquid you can see as long as it contains any amount of water. * '''Added''' epic level cantrip progression.
SappingSting . . . by ?: ->''As in '''Explorer's Guide to Wildemount''''' except damage also increases again at 23rd level and 28th level. * '''Added''' epic level damage progression.
PrimalSavagery . . . by ?: ->''As in '''Xanathar's Guide to Everything''''' except damage also increases again at 23rd level and 28th level. * '''Added''' epic level damage progression.
MoldEarth . . . by ?: * '''At 17th Level.''' This spell can manipulate dirt and stone that fits within a 10-foot cube. Additionally, shapes or colors you make appear on dirt or stone last for up to 24 hours. You can also cause all dirt or stone within 5 feet of you to turn into difficult terrain, including the ground on which you stand, for 24 hours. * '''At 23rd Level.''' You can have any number of non-instantaneous effects active at a time. * '''At 28th Level.''' The spell lasts until dispelled or until you dismiss any number of effects as an action. * '''Added''' epic level cantrip progression.
MindSliver . . . by ?: ->''As in '''Tasha's Cauldron of Everything''''' except damage also increases again at 23rd level and 28th level. * '''Added''' epic level damage progression.
MagicStone . . . by ?: * '''At 17th Level.''' You can cast this spell on up to ten objects and make them harmlessly float a few inches out from you in a circle. You can quickly draw floating objects to your hand as a part of the ranged attack, but if an object is removed from the circle against your will, the spell ends for that object. * '''At 23rd Level.''' The range of the attack roll becomes 120 feet, and the stone can ricochet up to 30 feet. * '''At 28th Level.''' If the ricochet attack hits, you may ricochet again. You may repeat this until an attack misses, or there are no more valid targets. * '''Added''' epic level cantrip progression.
LightningLure . . . by ?: ->''As in '''Tasha's Cauldron of Everything''''' except damage die has been increased to a d10. Damage also increases again at 23rd level and 28th level. * '''''Altered''''' damage die of the lightning damage to d10 instead of d8. * '''Added''' epic level damage progression.
Infestation . . . by ?: ->''As in '''Xanathar's Guide to Everything''''' except damage die has been increased to a d10. Damage also increases again at 23rd level and 28th level. * '''Added''' epic level damage progression.
Gust . . . by ?: * '''At 17th Level.''' This spell can affect all creatures and objects within a 10-foot cube simultaneously. Additionally, by aiming a gust at the ground below you, you extend the distance of your high jump or long jump by 10 feet. * '''At 23rd Level.''' Medium creatures are pushed 20 feet, Large creatures are pushed 10 feet, Huge creatures are pushed 5 feet. Can affect objects up to 10 pounds. * '''At 28th Level.''' You can cast this spell as an action or a bonus action. * '''Added''' epic level cantrip progression.
GreenFlameBlade . . . by ?: ->''As in '''Tasha's Cauldron of Everything''''' with the 5-foot limiter removed. Damage also increases again at 23rd level and 28th level. * '''''Altered''''' Attack must be made with a melee weapon, but it does not need to be within 5 feet of the caster, thus this spell works with reach weapons. * '''Added''' epic level damage progression.
Frostbite . . . by ?: ->''As in '''Xanathar's Guide to Everything''''' except damage die has been increased to a d8. Damage also increases again at 23rd level and 28th level. * '''Added''' epic level damage progression.
BoomingBlade . . . by ?: ->''As in '''Tasha's Cauldron of Everything''''' with the 5-foot limiter removed. Damage also increases again at 23rd level and 28th level. * '''''Altered''''' Attack must be made with a melee weapon, but it does not need to be within 5 feet of the caster, thus this spell works with reach weapons. * '''Added''' epic level damage progression.
TempleOfTheGods . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a spell slot of 8th level or higher, the time it takes for the spell to become permanent is reduced to 180 days. When you cast this spell using a spell slot of 9th level or higher, the time it takes for the spell to become permanent is reduced to 30 days.
ControlWater . . . by ?: ->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.
DispelEvilAndGood . . . by ?: ->'''Dismissal.''' As your action, make a melee spell attack against an aberration, celestial, an elemental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature back to its home plane. The creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there already). If they aren't on their home plane, undead are sent to the Shadowfell, and fey are sent to the Feywild.
FrostFingers . . . by ?: *'''''Altered''''' range to 15-foot cone instead of 30-foot cone.
FlameBlade . . . by ?: ->'''''At Higher Levels.''''' When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 4d6. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 5d6. When you cast it using a spell slot of 7th- or 8th- level, the damage increases to 6d6. If you cast the spell using a 9th level spell slot, the damage increases to 7d6.
ColdStorage . . . by ?: ''{$:Level}-Level {$:School}'' [[<<]]
WallOfForce . . . by ?: ->An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by- 10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. ->If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. *'''Added''' option to let a creature make a Dexterity save for a chance to use its reaction to move out of the way if it may get entirely boxed in.