Spell Descriptions
Spells appear in alphabetical order. Each entry gives its level and Channel, then its casting
requirements and its effect. Where a spell improves with a higher slot or a higher character
level, the entry says how. A 10th-level spell is marked apex: casting one takes class level
20 and Rift Affinity 6, once per long rest, under
Apex spells in the Rules
Sourcebook. 561 spells.
Absence
Level 9 Illusion
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (an eye from a creature that saw you die in a vision)
- Duration:
- Concentration, up to 1 hour
For the duration, a creature that perceives you forgets you as soon as you leave its sight. Recordings of you show no sign of you on playback, and divination magic of 8th level or lower cannot find you. A creature that is Charmed by you, or that has a piece of your body, is immune to this effect and remembers you normally. A creature you damage remembers the damage and knows someone is there. When the spell ends, memories of you do not return.
Abyss
Level 8 Water-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- STR · Half damage, not pulled, and not Restrained.
You open a column of crushing pressure 40 feet in radius and 100 feet high, centered on a point you can see within range. A creature that enters the column for the first time on a turn, or starts its turn there, makes a Strength saving throw. On a failure it takes 8d8 bludgeoning damage, is pulled 20 feet toward the column's center, and is Restrained until the start of its next turn. On a success it takes half as much damage and is not pulled. A creature that breathes water has advantage on the save. Ranged attacks that pass through the column have disadvantage.
Acid Arrow
Level 2 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S, M (powdered rhubarb leaf)
- Duration:
- Instantaneous
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.
At higher levels The damage (both initial and later) increases by 1d4 for each spell slot level above 2.
Acid Splash
Evocation cantrip
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius sphere. Each creature in that sphere must succeed on a Dexterity saving throw or take 1d6 acid damage.
The damage increases to 2d6 at level 5, 3d6 at level 11 and 4d6 at level 17.
Aegis
Level 6 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
You raise a shell of compacted daylight around one creature you can see within range, opaque from outside and clear from within. For the duration the target has resistance to all damage, is immune to the Charmed and Frightened conditions, and cannot be targeted by divination spells or scrying. The shell sheds bright light in a 30-foot radius and cannot be dimmed, and the target cannot hide while it lasts.
Aid
Level 2 Abjuration
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a strip of white cloth)
- Duration:
- 8 hours
Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At higher levels Each target's hit points increase by 5 for each spell slot level above 2.
Air Current
Level 7 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 1 hour
You open a river of fast air and put your companions in it. You and up to eight willing creatures within range gain a fly speed of 120 feet for the duration, and none of you take damage from wind or from moving through storm. A creature knocked Prone in the air falls until the end of its next turn, then rides the stream again. The stream fails in vacuum.
Airlock
Level 4 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- S
- Duration:
- Concentration, up to 10 minutes
You stand a sheet of hardened air on edge within range, up to 50 feet long, 20 feet high, and 1 foot thick, in a straight line or a curve. The sheet is transparent and lets light through. Nothing else crosses it, including gas, sound, projectiles, creatures, and vacuum, so it seals a breached hull for as long as it holds. It has AC 15 and 40 hit points per 10-foot section and is immune to poison and psychic damage. A creature in its space when it forms is pushed to the side you choose.
Alarm
Level 1 Abjuration (ritual)
- Casting time:
- 1 minute
- Range:
- Close · 30 feet
- Components:
- V, S, M (a bell and silver wire)
- Duration:
- 8 hours
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental: Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area. Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.
Alter Self
Level 2 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 1 hour
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take an action to replace the option you chose with a different one. Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a swim speed equal to your speed. Change Appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same. If you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take an action to change your appearance in this way again. Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls instead of Strength.
Anchor
Level 2 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- 1 hour
You bind a creature's body to the mass under its feet. The target gains 10 temporary hit points and has advantage on saving throws against being moved, knocked Prone, or Grappled. While the temporary hit points last, the target's speed is reduced by 10 feet. The spell works on a manufactured floor but fails on a vehicle or a ship under way.
At higher levels Slot level 3: The temporary hit points increase by 5 for each slot level above 2nd.
Animal Friendship
Level 1 Enchantment
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a morsel of food)
- Duration:
- 24 hours
- Saving throw:
- WIS
Target a beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spell ends.
At higher levels At 2nd level and above, you can target one additional beast. At 3rd level and above, you can target two additional beasts. At 4th level and above, you can target three additional beasts. At 5th level and above, you can target four additional beasts. At 6th level and above, you can target five additional beasts. At 7th level and above, you can target six additional beasts. At 8th level and above, you can target seven additional beasts. At 9th level and above, you can target eight additional beasts.
Animal Messenger
Level 2 Enchantment (ritual)
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a morsel of food)
- Duration:
- 24 hours
- Saving throw:
- CHA
A Tiny beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Power Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as "a person dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also communicate a message of up to twenty-five words. The beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the beast can fly. When the beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the beast doesn't reach its destination before the spell ends, the message is lost, and the beast returns to where you cast the spell.
At higher levels The spell's duration increases by 48 hours for each spell slot level above 2.
Animal Shapes
Level 8 Transmutation
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 24 hours
Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller beast of your choice that has a Power Rating of 4 or lower. You can choose a different form for each target. On later turns, you can take an action to transform the targets again. A target's game statistics are replaced by the chosen beast's statistics, but the target retains its creature type, hit points, hit point Dice, alignment, ability to communicate, and Intelligence, Wisdom, and Charisma scores. The target's actions are limited by the beast form's anatomy, and it can't cast spells. The target's equipment melds into the new form, and the target can't use any of that equipment while in that form. The target gains a number of temporary hit points equal to the hit points of the first form into which it shape-shifts. These temporary hit points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a bonus action.
Animate Dead
Level 3 Necromancy
- Casting time:
- 1 minute
- Range:
- Close · 10 feet
- Components:
- V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
- Duration:
- Instantaneous
Choose a pile of bones or a corpse of a Medium or Small humanoid within range. The target becomes an undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see its entry under Creatures for the stat blocks). On each of your turns, you can take a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell instead of animating a new creature.
At higher levels You animate or reassert control over two additional undead creatures for each spell slot level above 3. Each of the creatures must come from a different corpse or pile of bones.
Animate Objects
Level 5 Transmutation
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
Objects rise and move at your command. Choose a number of nonmagical objects within range that are not worn, carried, or fixed in place, and that are not Gargantuan. You can animate a number of objects equal to your spellcasting ability modifier, counting a Medium or smaller object as one, a Large object as two, and a Huge object as three.
Each object sprouts legs and becomes a construct under your control until the spell ends or until it drops to 0 hit points, when it reverts to an object and any remaining damage passes to the object. Each has AC 15 and speed 30 feet, with 10 hit points if it is Medium or smaller, 20 if Large, and 40 if Huge. It is immune to poison and psychic damage and to the Charmed, Frightened, Paralyzed and Poisoned conditions, has blindsight out to 30 feet, and understands the languages you know without speaking.
An animated object is an ally to you and your allies, shares your initiative count, and takes its turn immediately after yours. As a bonus action you can command any of them within 500 feet, giving the same command to as many as you like. Given no command, an object takes the Dodge action and moves only to avoid harm. Its slam attack uses your spell attack modifier with a reach of 5 feet and deals force damage equal to 1d4 + 3 if it is Medium or smaller, 2d6 + 3 plus your spellcasting ability modifier if Large, or 2d12 + 3 plus your spellcasting ability modifier if Huge.
At higher levels The creature's Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.
Anneal
Level 5 Molten-Rifting
- Casting time:
- 10 minutes
- Range:
- Melee · Touch
- Components:
- S, F
- Duration:
- Instantaneous
You heat a worked object and let it cool under your control. Choose one weapon, suit of armor, or tool you touch. You can remove one flaw from it: a curse, a fault, a Rift instability, or the ordinary wear that gives an item a penalty. Alternatively, you can give a non-magical weapon or suit of armor a +1 bonus that lasts until your next long rest. An item can be annealed only once between long rests.
Antilife Shell
Level 5 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 1 hour
An aura extends from you in a 10-foot emanation for the duration. The aura prevents creatures other than constructs and undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier. If you move so that an affected creature is forced to pass through the barrier, the spell ends.
Antimagic Field
Level 8 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (iron filings)
- Duration:
- Concentration, up to 1 hour
An aura of antimagic surrounds you in a 10-foot emanation. No one can cast spells, activate magic items, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic items don't work inside the aura or on anything inside it. Areas of effect created by spells or other magic can't extend into the aura, and no one can teleport into or out of it or use planar travel there. Portals close temporarily while in the aura. Ongoing spells, except those cast by an artifact or a deity, are suppressed in the area. While an effect is suppressed, it doesn't function, but the time it spends suppressed counts against its duration. Dispel Magic has no effect on the aura, and the auras created by different Antimagic Field spells don't nullify each other.
Antipathy/Sympathy
Level 8 Enchantment
- Casting time:
- 1 hour
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a mix of vinegar and honey)
- Duration:
- 10 days
- Saving throw:
- WIS
As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdom saving throw when it comes within 120 feet of the target. Your choice of antipathy or sympathy determines what happens to a creature when it fails that save: Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route. Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is within 5 feet of the target, the creature can't willingly move away. If the target damages the Charmed creature, that creature can make a Wisdom saving throw to end the effect, as described below. Ending the Effect. If the Frightened or Charmed creature ends its turn more than 120 feet away from the target, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer affected by the target. A creature that successfully saves against this effect is immune to it for 1 minute, after which it can be affected again.
Arcane Eye
Level 4 Divination
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a bit of bat fur)
- Duration:
- Concentration, up to 1 hour
You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has darkvision with a range of 30 feet. As a bonus action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
Arcane Hand
Level 5 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (an eggshell and a glove)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- STR
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand. 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 occupy its space. When you cast the spell and as a bonus action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects: Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. 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. 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. The hand moves with the target, remaining 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 grapples the target, you can take a bonus action to cause the hand to crush it, dealing bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier. Interposing Hand. The hand grants you half cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as difficult terrain for your enemies.
At higher levels The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping Hand increases by 2d6 for each spell slot level above 5.
Arcane Lock
Level 2 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (gold dust worth 25+ gm, which the spell consumes)
- Duration:
- Until dispelled
You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.
Arcane Sword
Level 7 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S, M (a miniature sword worth 250+ gm)
- Duration:
- Concentration, up to 1 minute
You create a spectral sword that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target within 5 feet of the sword. On a hit, the target takes force damage equal to 4d12 plus your spellcasting ability modifier. On your later turns, you can take a bonus action to move the sword up to 30 feet to a spot you can see and repeat the attack against the same target or a different one.
Arcanist’s Magic Aura
Level 2 Illusion
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a small square of silk)
- Duration:
- 24 hours
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 treat the target as if it were a creature of the chosen type. 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 Channel you choose.
Assay
Metal-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- S
- Duration:
- Instantaneous
You read a worked object by putting a hand on it. You learn what alloy or material it is, roughly when and where it was made, whether it is Rift-active, and whether it has been repaired or altered since it was made. You do not learn who owned it or what it was used for. Mass-produced items reveal their factory of origin and no history.
Astral Projection
Level 9 Necromancy
- Casting time:
- 1 hour
- Range:
- Close · 10 feet
- Components:
- V, S, M (for each of the spell's targets, one jacinth worth 1,000+ gm and one silver bar worth 100+ gm, all of which the spell consumes)
- Duration:
- Until dispelled
You and up to eight willing creatures within range project your astral bodies into the Rift (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation. It has the Unconscious condition, doesn't need food or air, and doesn't age. A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cut, which happens only when an effect states that it does so, the target's body and astral form both die. A target's astral form can travel through the Rift. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane. Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 hit points, the spell ends for that target. The spell ends for all the targets if you take an action to dismiss it. When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.
Attune
Ether-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- Concentration, up to 10 minutes
You open your attention to the local field and hold it there. For the duration you know whether active Rift energy is present within 30 feet of you, roughly how much, and which Channel it belongs to. You do not learn what is producing it beyond a general direction. A running reactor nearby masks weaker sources.
At 5th level the range increases to 60 feet. At 11th level you also learn the direction and approximate distance of the strongest source. At 17th level the range increases to 120 feet and you identify the Channel of every distinct source separately.
Augury
Level 2 Divination (ritual)
- Casting time:
- 1 minute
- Range:
- Melee · Self
- Components:
- V, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ gm)
- Duration:
- Instantaneous
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table. The spell doesn't account for circumstances, such as other spells, that can change the results. If you cast the spell more than once before finishing a long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Omens | Omen | For Results That Will Be |
| Weal | Good |
| Woe | Bad |
| Weal and woe | Good and bad |
| Indifference | Neither good nor bad |
Aura of Life
Level 4 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V
- Duration:
- Concentration, up to 10 minutes
An aura radiates from you in a 30-foot emanation for the duration. While in the aura, you and your allies have resistance to necrotic damage, and your hit point maximums can't be reduced. If an ally with 0 hit points starts its turn in the aura, that ally regains 1 hit point.
Automaton
Level 8 Metal-Rifting
- Casting time:
- 1 minute
- Range:
- Close · 30 feet
- Components:
- V, S, M (a forge-fired core component worth at least 5,000 gm, consumed)
- Duration:
- Concentration, up to 1 hour
You raise a Tier III construct ally from gathered scrap, salvaged plating, and a Rift-forged core. The construct appears in an unoccupied space within range. It has AC 19, 180 hit points, and a walking speed of 30 feet. It has immunity to poison and psychic damage, resistance to bludgeoning, piercing, and slashing damage from non-magical sources, and vulnerability to lightning damage. When it takes the Attack action, it makes two attacks, each with a +9 attack bonus and dealing 2d10 + 5 bludgeoning, piercing, or slashing damage. You choose the damage type when you create it, based on its frame. The construct understands you but cannot speak. It acts on your initiative count and obeys your spoken or mental commands. It collapses into inert components if you lose concentration or it is reduced to 0 hit points.
At higher levels Slot level 9: The construct has 240 hit points and AC 20, and it makes three attacks per Attack action.
Avalanche
Level 9 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Extreme · 1 mile
- Components:
- V, S, M (a stone shorn from a peak, which the spell consumes)
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage.
You wrench a mountain peak, or a comparable mass of stone, out of place through the Rift and let gravity bring it down on a point you can see or accurately designate within range. Each creature within 30 feet of the impact makes a Dexterity saving throw, taking 20d6 bludgeoning damage on a failed save or half as much on a successful one. Structures in the area that are not specifically reinforced are destroyed. The impact leaves a rubble field 60 feet across that is difficult terrain and takes weeks to clear.
Awaken
Level 5 Transmutation
- Casting time:
- 8 hours
- Range:
- Melee · Touch
- Components:
- V, S, M (an agate worth 1,000+ gm, which the spell consumes)
- Duration:
- Instantaneous
You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a beast or plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The GM chooses statistics appropriate for the awakened plant, such as the statistics for an Awakened Shrub or an Awakened Tree. The awakened target has the Charmed condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.
Bane
Level 1 Enchantment
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a drop of blood)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CHA
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
At higher levels At 2nd level and above, you can target one additional creature. At 3rd level and above, you can target two additional creatures. At 4th level and above, you can target three additional creatures. At 5th level and above, you can target four additional creatures. At 6th level and above, you can target five additional creatures. At 7th level and above, you can target six additional creatures. At 8th level and above, you can target seven additional creatures. At 9th level and above, you can target eight additional creatures.
Banish
Level 7 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CHA · Unaffected.
You fold one creature you can see within range out of local reality and into a pocket of the Ether. The target makes a Charisma saving throw or vanishes for the duration. While banished it is Incapacitated and cannot affect or be affected by anything on the plane it left. When the spell ends, the target returns to the space it left, or to the nearest unoccupied space.
At higher levels Slot level 8: You can target one additional creature for each slot level above 7th.
Banishment
Level 4 Abjuration
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a pentacle)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CHA
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is an aberration, a celestial, an elemental, a fey, or a fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (GM's choice) associated with its creature type.
At higher levels At 5th level, you can target 1 additional creature. At 6th level, you can target 2 additional creatures. At 7th level, you can target 3 additional creatures. At 8th level, you can target 4 additional creatures. At 9th level, you can target 5 additional creatures.
Barkskin
Level 2 Transmutation
- Casting time:
- 1 bonus action
- Range:
- Melee · Touch
- Components:
- V, S, M (a handful of bark)
- Duration:
- 1 hour
You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Barrage
Level 7 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Long · 500 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage.
You call down a barrage of lightning strikes. Choose a point within range, then choose up to six creatures you can see within 100 feet of that point. Each target must make a Dexterity saving throw, taking 12d8 lightning damage on a failed save or half as much on a successful one, and flammable terrain where a strike lands ignites.
At higher levels Slot level 8: The damage increases to 13d8 and you can target one additional creature. Slot level 9: The damage increases to 14d8 and you can target one additional creature.
Bastion
Level 6 Earth-Rifting
- Casting time:
- 1 minute
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- 24 hours
A stone redoubt rises from the ground within range. It is up to 40 feet on a side and 20 feet high, with walls 2 feet thick, firing slits, one doorway you specify, and a roof if you want one. Each 10-foot section of wall has AC 17 and 120 hit points. After 24 hours the redoubt sinks back into the ground, taking anything left inside its walls with it.
At higher levels At 8th level and above the redoubt is permanent until it is demolished or dispelled.
Beacon
Level 2 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- 1 hour
A column of sunlight stands on a point you choose within range, 10 feet wide and reaching 300 feet into the air. It sheds bright light in a 60-foot radius and dim light for 60 feet beyond that, and the column can be seen from 10 miles away in clear air. Magical darkness of 2nd level or lower inside the bright light is dispelled. You can end the spell as a bonus action.
At higher levels At 4th level and above the beacon dispels magical darkness of a level equal to or lower than the slot used.
Beacon of Hope
Level 3 Abjuration
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws and regains the maximum number of hit points possible from any healing.
Beam
Level 1 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
A focused ray of solar fire lances from your hand. Make a ranged spell attack against one creature within range. On a hit, the target takes 3d8 fire damage, and any flammable object it is wearing or carrying that is not held by another creature ignites.
At higher levels When cast using a slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Bearing
Level 8 Divination
- Casting time:
- 1 action
- Range:
- Extreme · 1 mile
- Components:
- V, S
- Duration:
- Concentration, up to 1 hour
Name a creature you have met or an object you have held. For the duration, you know its exact direction and distance from you, and you know whether it is on your plane. If the target is warded against divination, you instead learn the direction and distance of the ward. You also know the moment the target moves more than 100 feet, changes hands, or dies. The spell crosses planar boundaries, but if the target is on another plane, you learn only that it is elsewhere.
Bedrock
Level 8 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Long · 300 feet
- Components:
- V, S, M (an iron spike driven into the ground)
- Duration:
- 24 hours
You fuse the ground in a 120-foot radius centered on a point within range into a single unbroken plate. For the duration the area cannot be tunneled, burrowed, teleported into, or reshaped by any effect of 7th level or lower, and a creature with a burrow speed loses it while inside the area. A creature that tries to teleport into the area arrives at the nearest point outside it instead. Structures resting on the plate have a +5 bonus to AC against siege weapons. Casting the spell again on the same ground extends the duration.
Befuddlement
Level 8 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S, M (a key ring with no keys)
- Duration:
- Instantaneous
- Saving throw:
- INT · half damage
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw. On a failed save, the target takes 10d12 psychic damage and can't cast spells or take an action to use a magic item or a magical feature. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell. On a successful save, the target takes half as much damage only.
Berm
Level 2 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- 1 hour
The ground folds up along a line you choose and stays there. A wall of packed earth and stone 15 feet long, 4 feet high, and 1 foot thick rises from any surface that has material to give. It provides half cover, has AC 15 and 30 hit points, and can be climbed with a Strength (Athletics) check against DC 10. The spell fails on a metal deck or a hull floor, which has no material to raise.
At higher levels Slot level 3: The wall's length increases by 15 feet and its hit points by 15 for each slot level above 2nd.
Bestow Curse
Level 3 Necromancy
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: Choose one ability. The target has disadvantage on ability checks and saving throws made with that ability. The target has disadvantage on attack rolls against you. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 necrotic damage.
At higher levels Slot level 4: You can maintain concentration on the spell for up to 10 minutes. Slot level 5: The spell doesn't require concentration, and the duration is 8 hours. Slot level 6: The spell doesn't require concentration, and the duration is 8 hours. Slot level 7: The spell doesn't require concentration, and the duration is 24 hours. Slot level 8: The spell doesn't require concentration, and the duration is 24 hours. Slot level 9: The spell doesn't require concentration, and it lasts until dispelled.
Black Tentacles
Level 4 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S, M (a tentacle)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- STR
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into difficult terrain. Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 bludgeoning damage, and it has the Restrained condition until the spell ends. A creature also makes that save if it enters the area or ends its turn there. A creature makes that save only once per turn. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on a success.
Blackout
Level 7 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Extreme · 1 mile
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
You pull the current out of every powered system within a mile and keep it out. For the duration, all unshielded powered systems in the area, including your own, stop working: lights, doors, lifts, sensors, comms, powered weapons, and unhardened cybernetics. A creature that relies on an installed augment for sight, hearing, or mobility loses that function and knows why. Hardened military and Tier V systems are unaffected.
Blade Barrier
Level 6 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- DEX · half damage
You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover, and its space is difficult terrain. Any creature in the wall's space makes a Dexterity saving throw, taking 6d10 force damage on a failed save or half as much damage on a successful one. A creature also makes that save if it enters the wall's space or ends its turn there. A creature makes that save only once per turn.
Bless
Level 1 Enchantment
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a Holy Symbol worth 5+ gm)
- Duration:
- Concentration, up to 1 minute
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
At higher levels At 2nd level and above, you can target one additional creature. At 3rd level and above, you can target two additional creatures. At 4th level and above, you can target three additional creatures. At 5th level and above, you can target four additional creatures. At 6th level and above, you can target five additional creatures. At 7th level and above, you can target six additional creatures. At 8th level and above, you can target seven additional creatures. At 9th level and above, you can target eight additional creatures.
Blight
Level 4 Necromancy
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- CON · half damage
A creature that you can see within range makes a Constitution saving throw, taking 8d8 necrotic damage on a failed save or half as much damage on a successful one. A plant creature automatically fails the save. Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It makes no save and simply withers and dies.
At higher levels The damage increases by 1d8 for each spell slot level above 4.
Blindness/Deafness
Level 2 Transmutation
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V
- Duration:
- 1 minute
- Saving throw:
- CON
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save. On a success, the spell ends on it.
At higher levels At 3rd level and above, you can target one additional creature. At 4th level and above, you can target two additional creatures. At 5th level and above, you can target three additional creatures. At 6th level and above, you can target four additional creatures. At 7th level and above, you can target five additional creatures. At 8th level and above, you can target six additional creatures. At 9th level and above, you can target seven additional creatures.
Blink
Level 3 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- 1 minute
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4 to 6, you vanish from your current plane of existence and appear in the Spirit Plane (the spell ends instantly if you are already on that plane). While on the Spirit Plane, you can perceive the plane you left, which is cast in shades of gray, but you can't see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Spirit Plane, and creatures on the other plane can't perceive you unless they have a special ability that lets them perceive things on the Spirit Plane. You return to the other plane at the start of your next turn and when the spell ends if you are on the Spirit Plane. You return to an unoccupied space of your choice that you can see within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.
Blizzard
Level 6 Water-Rifting
- Casting time:
- 1 action
- Range:
- Long · 500 feet
- Components:
- V, S, M (a vial of snowmelt)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON · Half damage.
A blizzard descends over a 40-foot-radius, 40-foot-high cylinder centered on a point you can see within range. When the storm forms and at the start of each of your turns, each creature in the area makes a Constitution saving throw, taking 10d8 cold damage on a failed save or half as much on a successful one. The area is heavily obscured, creatures inside it have their speed halved, open flames go out, and ranged attacks made into or out of the area have disadvantage.
At higher levels When cast using a slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Blur
Level 2 Illusion
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V
- Duration:
- Concentration, up to 1 minute
Your body becomes blurred. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with blindsight or truesight.
Boulder
Level 5 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- S
- Duration:
- Instantaneous
A mass of compacted stone tears out of the ground or the surrounding rubble and slams into one creature you can see within range. Make a ranged spell attack. On a hit, the target takes 10d6 bludgeoning damage and is pushed up to 15 feet in a direction you choose. If the push ends against a solid object, the target takes an extra 2d6 bludgeoning damage and is knocked Prone.
At higher levels When cast using a slot of 6th level or higher, the damage increases by 1d6 for each slot level above 5th.
Bramble
Level 2 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- STR · Not Restrained.
Roots and thorned vines break out of the ground in a 20-foot square you choose within range. The area is difficult terrain. A creature in the area when the spell is cast, or that enters it on its turn, makes a Strength saving throw or is Restrained by the growth. A Restrained creature can use its action to make a Strength (Athletics) check against your spell save DC and is freed on a success. The spell fails on ground with no soil.
At higher levels Slot level 3: The square grows by 10 feet on a side for each slot level above 2nd.
Brand
Level 3 Molten-Rifting
- Casting time:
- 1 bonus action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · Half damage on the released burst.
You touch a melee weapon and sheath its edge in stable plasma. For the duration, the weapon deals an extra 1d8 fire damage on a hit and sheds dim light in a 10-foot radius. The creature wielding the weapon can dismiss the effect as a bonus action to release the stored heat. A creature within 5 feet of the weapon then makes a Dexterity saving throw, taking 4d8 fire damage on a failed save or half as much on a successful one.
At higher levels When you cast this spell using a spell slot of 4th level or higher, the extra damage on a hit increases by 1d8 and the release damage increases by 2d8 for each slot level above 3rd.
Breach
Level 8 Evocation
- Casting time:
- 1 action
- Range:
- Long · 300 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage and no forced movement.
A line of force 300 feet long and 10 feet wide blasts out from you. Each creature in the line makes a Dexterity saving throw, taking 12d8 force damage on a failed save or half as much on a successful one. A creature that fails is pushed 30 feet away from you and has the Prone condition. Objects and structures in the line that aren't being worn or carried take maximum damage, and the line punches through a stone wall up to 5 feet thick. The line continues to its full length past any cover it destroys.
Breaker
Level 5 Water-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- STR · Half damage, not pushed, and not knocked Prone.
A wall of seawater surges out of the Rift in front of you and sweeps forward in a line 30 feet long, 10 feet wide, and 10 feet high. Each creature in the line makes a Strength saving throw, taking 8d8 bludgeoning damage, being pushed 20 feet away from you, and being knocked Prone on a failed save, or taking half as much damage and staying in place on a successful one. The line is left soaked and is difficult terrain for 1 round.
At higher levels When cast using a slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Breeze
Ether-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- 1 minute
You raise a steady wind. For the duration, air moves in a direction you choose through a 10-foot cube within range at the strength of a stiff breeze. It clears smoke, gas, and mist from the cube, snuffs candles and small flames, carries scent and faint sound, and dries what is wet. You can change the direction as a bonus action.
At 11th level the cube grows to 20 feet on a side and the wind is strong enough to push an unattended object weighing up to 20 pounds.
Bulkhead
Level 5 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a coin or scrap of metal)
- Duration:
- Concentration, up to 10 minutes
You conjure a wall of dense alloy within range. It is made of up to six 10-foot-by-10-foot panels, which you arrange in any contiguous shape. Each panel is 3 inches thick, blocks line of sight, and has AC 17 and 60 hit points. The wall is anchored to existing surfaces, and a horizontal arrangement can support its own weight as a ceiling or floor. The wall blocks lightning damage that would pass through it and is not flammable. When your concentration ends, the wall fades to inert metal flakes within 1 minute. If you concentrate for the full duration, the wall becomes permanent. It is then an ordinary structure that can be salvaged, machined, or destroyed by normal means.
At higher levels When you cast this spell using a spell slot of 6th level or higher, you can form one additional panel, and the AC and hit points of each panel increase: AC 18 and 80 hit points at 6th level, AC 19 and 100 hit points at 7th level, and so on, to a maximum of AC 20.
Bulwark
Level 1 Earth-Rifting
- Casting time:
- 1 reaction (when you or a creature within 30 feet is hit by an attack)
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- 1 minute
A curved slab of stone rises into the path of an attack. The triggering creature gains a +2 bonus to AC against the attack that triggered the spell, which can turn a hit into a miss. The slab then stands beside the creature for the duration and gives it half cover against ranged attacks while it stays within 5 feet of the slab. The slab has AC 15 and 15 hit points.
At higher levels Slot level 2: The slab's hit points increase by 10 for each slot level above 1st.
Burning Hands
Level 1 Evocation
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · half damage
A thin sheet of flames shoots forth from you. Each creature in a 15-foot cone makes a Dexterity saving throw, taking 3d6 fire damage on a failed save or half as much damage on a successful one. Flammable objects in the cone that aren't being worn or carried start burning.
At higher levels The damage increases by 1d6 for each spell slot level above 1.
Burrow
Level 3 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- S
- Duration:
- Concentration, up to 10 minutes
The ground parts around you as you move. For the duration you have a burrow speed equal to your walking speed, and you can move through earth, rock, and unreinforced masonry, which close behind you and leave no tunnel. You cannot breathe inside solid material, and you must surface before you run out of air. If the spell ends while you are inside solid material, you are pushed to the nearest open space and take 6d6 bludgeoning damage.
At higher levels At 5th level and above you can bring one willing creature you are touching.
Caldera
Level 9 Molten-Rifting
- Casting time:
- 1 minute
- Range:
- Long · 1,000 feet
- Components:
- V, S, M (a basalt core drawn from a live vent, consumed)
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage and no clinging magma.
You open a vent beneath a point you can see. A column of magma erupts in a 100-foot radius. Each creature in the area makes a Dexterity saving throw, taking 14d8 fire damage on a failed save or half as much on a successful one. A creature that fails by 5 or more is also knocked Prone and takes 4d8 fire damage at the start of each of its turns until it or another creature uses an action to smother the clinging magma. For 1 hour afterward, the area is a crater of cooling lava. It is difficult terrain, and a creature that starts its turn there takes 2d8 fire damage.
Call Lightning
Level 3 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- DEX · half damage
A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a cylinder that is 10 feet tall with a 60-foot radius. When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking 3d10 lightning damage on a failed save or half as much damage on a successful one. Until the spell ends, you can take an action to call down lightning in that way again, targeting the same point or a different one. If you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
At higher levels The damage increases by 1d10 for each spell slot level above 3.
Calm Emotions
Level 2 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CHA
Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature): The creature has immunity to the Charmed and Frightened conditions until the spell ends. If the creature was already Charmed or Frightened, those conditions are suppressed for the duration. The creature becomes Indifferent about creatures of your choice that it's hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.
Carapace
Level 5 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- 1 hour
Your plating thickens into a rigid shell. Your AC becomes 18 if it is lower. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical sources, and you have advantage on saving throws against being moved or knocked Prone. Your speed is reduced by 10 feet and you have disadvantage on Dexterity (Stealth) checks. The shell stays on for the full hour.
At higher levels At 7th level and above, the AC floor becomes 19 and the speed penalty is removed.
Carrier Wave
Level 2 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Extreme · 10 miles
- Components:
- S, F
- Duration:
- Concentration, up to 1 hour
You tune yourself to the local electromagnetic environment. For the duration, you can listen to any unencrypted transmission within ten miles, and you can speak on any frequency you have heard. You know roughly where each transmission originates. Anyone running counter-signal equipment can detect you while the spell lasts.
At higher levels At 4th level and above, you can attempt to break light encryption, and the GM decides whether the attempt succeeds. At 6th level and above, the range extends to planetary orbit.
Cascade
Level 6 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · half damage
You throw a heavy arc at a creature within range. The first target makes a Dexterity saving throw, taking 10d8 lightning damage on a failed save or half as much on a successful one. The arc then jumps to up to three further creatures within 30 feet of the previous one, each taking one die less damage than the one before it. The arc cannot jump to the same creature twice. When it has a choice, it jumps first to a creature that is in contact with metal, standing in water, or carrying powered equipment.
At higher levels Slot level 7: The arc can jump to four further creatures. Slot level 8: The arc can jump to five further creatures. Slot level 9: The arc can jump to six further creatures.
Cauterize
Level 2 Molten-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Instantaneous
You sear a wounded creature with controlled heat, closing bleeding wounds and forcing tissue to knit. The target regains 2d8 + your spell ability modifier hit points, and any active bleeding or ongoing piercing or slashing damage ends. The target also takes 1d4 fire damage from the heat, and this damage cannot be resisted.
At higher levels When cast using a slot of 3rd level or higher, healing increases by 1d8 per slot level above 2nd.
Celestial Navigation
Level 1 Sun-Rifting (ritual)
- Casting time:
- 1 minute
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Instantaneous
You read the sky, or the memory of it, through the Rift. You learn the local time to the minute, your position on the planet to within a mile, the direction and distance to one star, sun, or planet you name, and the weather for the next 24 hours. You can cast this spell underground, in a hull, or in cloud, because the reading does not need a clear sky.
Chain Lightning
Level 6 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S, M (three silver pins)
- Duration:
- Instantaneous
- Saving throw:
- DEX · half damage
You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. Each target makes a Dexterity saving throw, taking 10d8 lightning damage on a failed save or half as much damage on a successful one.
At higher levels Slot level 7: Four bolts leap from the first target to other targets. Slot level 8: Five bolts leap from the first target to other targets. Slot level 9: Six bolts leap from the first target to other targets.
Charm Monster
Level 4 Enchantment
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 1 hour
- Saving throw:
- WIS
One creature you can see within range makes a Wisdom saving throw. It does so with advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is friendly to you. When the spell ends, the target knows it was Charmed by you.
At higher levels At 5th level and above, you can target one additional creature. At 6th level and above, you can target two additional creatures. At 7th level and above, you can target three additional creatures. At 8th level and above, you can target four additional creatures. At 9th level and above, you can target five additional creatures.
Charm Person
Level 1 Enchantment
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 1 hour
- Saving throw:
- WIS
One humanoid you can see within range makes a Wisdom saving throw. It does so with advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The Charmed creature is friendly to you. When the spell ends, the target knows it was Charmed by you.
At higher levels At 2nd level and above, you can target one additional creature. At 3rd level and above, you can target two additional creatures. At 4th level and above, you can target three additional creatures. At 5th level and above, you can target four additional creatures. At 6th level and above, you can target five additional creatures. At 7th level and above, you can target six additional creatures. At 8th level and above, you can target seven additional creatures. At 9th level and above, you can target eight additional creatures.
Chill
Water-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Instantaneous
You take the heat out of one creature. Make a ranged spell attack against a creature within range. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 5 feet until the end of its next turn.
The damage increases to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17.
Chill Touch
Necromancy cantrip
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Instantaneous
Make a melee spell attack against a target within reach. On a hit, the target takes 1d10 necrotic damage, and it can't regain hit points until the end of your next turn.
The damage increases to 2d10 at level 5, 3d10 at level 11 and 4d10 at level 17.
Choir
Level 8 Necromancy
- Casting time:
- 1 minute
- Range:
- Close · 30 feet
- Components:
- V, S, M (a conductor's baton of bone)
- Duration:
- Concentration, up to 1 hour
- Saving throw:
- WIS · The creature is not Frightened.
You raise up to eight corpses or piles of bones within range as a single unit that acts on your initiative and moves as one. The choir has AC 13, a speed of 30 feet, and hit points equal to 15 times the number of bodies raised. It makes one attack per body, with a +8 bonus to hit and 2d6 necrotic damage on a hit. While the choir has at least four bodies, it sings, and each creature that starts its turn within 30 feet of the choir and can hear it makes a Wisdom saving throw. On a failed save, the creature has the Frightened condition until the start of its next turn. For every 15 hit points the choir loses, it loses one body and one attack.
Chorus
Level 5 Ether-Rifting
- Casting time:
- 10 minutes
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 1 hour
You knot up to eight willing creatures within range into one shared link and leave it standing. For the duration each of them can speak mind to mind with every other at any distance on the same plane, in a shared language none of them needs to know beforehand. The link conveys intent and little nuance. Groups that use it for long operations develop a compressed shorthand within a few hours.
At higher levels Slot level 6: The duration increases by 1 hour for each slot level above 5th.
Chromatic Orb
Level 1 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S, M (a diamond worth 50+ gm)
- Duration:
- Instantaneous
You hurl an orb of energy at a target within range. Choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen type. 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 target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.
At higher levels The damage increases by 1d8 for each spell slot level above 1. The orb can leap a maximum number of times equal to the level of the slot expended, and a creature can be targeted only once by each casting of this spell.
Chronicle
Level 10 Divination (apex)
- Casting time:
- 8 hours
- Range:
- Melee · Self
- Components:
- V, S, M (a blank book bound in Halcyion vellum, which fills)
- Duration:
- Instantaneous
You ask the Rift for the truth about one subject: a person, an object, an event, or a place. The blank book fills with what is true, in plain language, to the limit of what the Rift has witnessed. You learn origins, hidden properties, true names, and the identity of any creature that has concealed the subject from divination on purpose. The record does not cover the future or what is in another creature's mind. Reading it takes 1 hour, and once you have read it, the book becomes ordinary paper. You cannot cast this spell again until you finish 30 days of rest.
Circle of Death
Level 6 Necromancy
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S, M (the powder of a crushed black pearl worth 500+ gm)
- Duration:
- Instantaneous
- Saving throw:
- CON · half damage
Negative energy ripples out in a 60-foot-radius sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 necrotic damage on a failed save or half as much damage on a successful one.
At higher levels The damage increases by 2d8 for each spell slot level above 6.
Clairvoyance
Level 3 Divination
- Casting time:
- 10 minutes
- Range:
- Extreme · 1 mile
- Components:
- V, S, M (a focus worth 100+ gm, either a jeweled horn for hearing or a glass eye for seeing)
- Duration:
- Concentration, up to 10 minutes
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 intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As a bonus action, you can switch between seeing and hearing. A creature that sees the sensor (such as a creature benefiting from See Invisibility or truesight) sees a luminous orb about the size of your fist.
Cleanse
Level 3 Water-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Instantaneous
A cold pull moves through one creature you can see within range and draws out what does not belong in its body. The target regains 3d8 hit points, and you end one disease or one poison affecting it. If the target has the Poisoned condition from any source, the condition ends.
At higher levels The healing increases by 1d8 for each slot level above 3rd.
Clone
Level 8 Necromancy
- Casting time:
- 1 hour
- Range:
- Melee · Touch
- Components:
- V, S, M (a diamond worth 1,000+ gm, which the spell consumes, and a sealable vessel worth 2,000+ gm that is large enough to hold the creature being cloned)
- Duration:
- Instantaneous
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.
Cloudkill
Level 5 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- CON · half damage
You create a 20-foot-radius sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is heavily obscured. Each creature in the sphere makes a Constitution saving throw, taking 5d8 poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the sphere moves into its space and when it enters the sphere or ends its turn there. A creature makes this save only once per turn. The sphere moves 10 feet away from you at the start of each of your turns.
At higher levels The damage increases by 1d8 for each spell slot level above 5.
Color Spray
Level 1 Illusion
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a pinch of colorful sand)
- Duration:
- Instantaneous
- Saving throw:
- CON
You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.
Command
Level 1 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V
- Duration:
- Instantaneous
- Saving throw:
- WIS
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options: Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target has the Prone condition and then ends its turn. Halt. On its turn, the target doesn't move and takes no action or bonus action.
At higher levels At 2nd level and above, you can affect one additional creature. At 3rd level and above, you can affect two additional creatures. At 4th level and above, you can affect three additional creatures. At 5th level and above, you can affect four additional creatures. At 6th level and above, you can affect five additional creatures. At 7th level and above, you can affect six additional creatures. At 8th level and above, you can affect seven additional creatures. At 9th level and above, you can affect eight additional creatures.
Commune
Level 5 Divination (ritual)
- Casting time:
- 1 minute
- Range:
- Melee · Self
- Components:
- V, S, M (incense)
- Duration:
- 1 minute
You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren't necessarily omniscient, so you can receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer can be misleading or contrary to the deity's interests, the GM can offer a short phrase as an answer instead. If you cast the spell more than once before finishing a long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Commune with Nature
Level 5 Divination (ritual)
- Casting time:
- 1 minute
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Instantaneous
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in castles and settlements. Choose three of the following facts to learn as they pertain to the spell's area: the locations of settlements; the locations of portals to other planes of existence; the location of one Power Rating 10 or higher creature (GM's choice) that is a celestial, an elemental, a fey, a fiend, or an undead; the most prevalent kind of plant, mineral, or beast (you choose which to learn); the locations of bodies of water. For example, you can determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
Comprehend Languages
Level 1 Divination (ritual)
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a pinch of soot and salt)
- Duration:
- 1 hour
For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode symbols or secret messages.
Compulsion
Level 4 Enchantment
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends. For the duration, you can take a bonus action to designate a direction that is horizontal to you. Each Charmed target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
Cone of Cold
Level 5 Evocation
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a small crystal or glass cone)
- Duration:
- Instantaneous
- Saving throw:
- CON · half damage
You send out a blast of cold air. Each creature in a 60-foot cone originating from you makes a Constitution saving throw, taking 8d8 cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
At higher levels The damage increases by 1d8 for each spell slot level above 5.
Conflagration
Level 8 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S, M (a vial of incense ash)
- Duration:
- Instantaneous
- Saving throw:
- CON · Half damage, and the extra radiant damage is not dealt.
Stellar fire detonates in a 30-foot-radius sphere centered on a point you choose within range. Each creature in the area must make a Constitution saving throw, taking 12d10 fire damage on a failed save or half as much on a successful one. Undead, fiends, and creatures animated by necrotic Rift energy have disadvantage on the save and take an extra 4d10 radiant damage on a failure. Curses and diseases on creatures of any other type in the area end.
At higher levels Slot level 9: The damage increases to 13d10.
Confusion
Level 4 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S, M (three nut shells)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take bonus actions or reactions and must roll 1d10 at the start of each of its turns to determine its behavior for that turn, consulting the table below. At the end of each of its turns, an affected target repeats the save, ending the spell on itself on a success.
Behavior for the Turn | 1d10 | Behavior |
| 1 | The target doesn't take an action, and it uses all its movement to move. Roll 1d4 for the direction: 1, north; 2, east; 3, south; or 4, west. |
| 2–6 | The target doesn't move or take actions. |
| 7–8 | The target doesn't move, and it takes the Attack action to make one melee attack against a random creature within reach. If none are within reach, the target takes no action. |
| 9–10 | The target chooses its behavior. |
At higher levels The Sphere's radius increases by 5 feet for each spell slot level above 4.
Conjure Animals
Level 3 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- DEX
You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as canine, serpents, or birds. You have advantage on Strength saving throws while you're within 5 feet of the pack, and when you move on your turn, you can also move the pack up to 30 feet to an unoccupied space you can see. Whenever the pack moves within 10 feet of a creature you can see and whenever a creature you can see enters a space within 10 feet of the pack or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 3d10 slashing damage. A creature makes this save only once per turn.
At higher levels The damage increases by 1d10 for each spell slot level above 3.
Conjure Celestial
Level 7 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- DEX · half damage
You conjure a spirit from the Plane of Helion, that appears as a pillar of light in a 10-foot-radius, 40-foot-high cylinder centered on a point within range. For each creature you can see in the cylinder, choose which of these lights shines on it: Healing Light. The target regains hit points equal to 4d12 plus your spellcasting ability modifier. Searing Light. The target makes a Dexterity saving throw, taking 6d12 radiant damage on a failed save or half as much damage on a successful one. Until the spell ends, bright light fills the cylinder, and when you move on your turn, you can also move the cylinder up to 30 feet. Whenever the cylinder moves into the space of a creature you can see and whenever a creature you can see enters the cylinder or ends its turn there, you can bathe it in one of the lights. A creature can be affected by this spell only once per turn.
At higher levels Slot level 8: The healing increases to 5d12 and the searing damage increases to 7d12. Slot level 9: The healing increases to 6d12 and the searing damage increases to 8d12.
Conjure Elemental
Level 5 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- DEX
You conjure a Large, intangible spirit from the elemental planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (lightning), earth (thunder), fire (fire), or water (cold). The spirit lasts for the duration. Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On a failed save, the target takes 8d8 damage of the spirit's type, and the target has the Restrained condition until the spell ends. At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't Restrained by the spirit.
At higher levels The damage increases by 1d8 for each spell slot level above 5.
Conjure Fey
Level 6 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
You conjure a Medium spirit from the Plane of Faewyld in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a fey creature of your choice. When the spirit appears, you can make one melee spell attack against a creature within 5 feet of it. On a hit, the target takes psychic damage equal to 3d12 plus your spellcasting ability modifier, and the target has the Frightened condition until the start of your next turn, with both you and the spirit as the source of the fear. As a bonus action on your later turns, you can teleport the spirit to an unoccupied space you can see within 30 feet of the space it left and make the attack against a creature within 5 feet of it.
At higher levels The damage increases by 1d12 for each spell slot level above 6.
Conjure Minor Elementals
Level 4 Conjuration
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
You conjure spirits from the elemental planes that flit around you in a 15-foot emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the emanation. This damage is acid, cold, fire, or lightning (your choice when you make the attack). In addition, the ground in the emanation is difficult terrain for your enemies.
At higher levels The damage increases by 1d8 for each spell slot level above 4.
Conjure Woodland Beings
Level 4 Conjuration
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- WIS · half damage
You conjure nature spirits that flit around you in a 10-foot emanation for the duration. Whenever the emanation enters the space of a creature you can see and whenever a creature you can see enters the emanation or ends its turn there, you can force that creature to make a Wisdom saving throw. The creature takes 5d8 force damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn. In addition, you can take the Disengage action as a bonus action for the spell's duration.
At higher levels The damage increases by 1d8 for each spell slot level above 4.
Contact Other Plane
Level 5 Divination (ritual)
- Casting time:
- 1 minute
- Range:
- Melee · Self
- Components:
- V
- Duration:
- 1 minute
- Saving throw:
- INT
You mentally contact a demigod, the spirit of a long-dead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM can instead offer a short phrase as an answer. On a failed save, you take 6d6 psychic damage and have the Incapacitated condition until you finish a long rest. A Greater Restoration spell cast on you ends this effect.
Contagion
Level 5 Necromancy
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- 7 days
- Saving throw:
- CON
Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has disadvantage on saving throws made with the chosen ability. The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it. Whenever the Poisoned target receives an effect that would end the Poisoned condition, the target must succeed on a Constitution saving throw, or the Poisoned condition doesn't end on it.
Contingency
Level 6 Abjuration
- Casting time:
- 10 minutes
- Range:
- Melee · Self
- Components:
- V, S, M (a gem-encrusted statuette of yourself worth 1,500+ gm)
- Duration:
- 10 days
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell, called the contingent spell, as part of casting Contingency, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain trigger occurs. You describe that trigger when you cast the two spells. For example, a Contingency cast with Water Breathing can stipulate that Water Breathing comes into effect when you are engulfed in water or a similar liquid. The contingent spell takes effect immediately after the trigger occurs for the first time, whether or not you want it to, and then Contingency ends. The contingent spell takes effect only on you, even if it can normally target others. You can use only one Contingency spell at a time. If you cast this spell again, the effect of another Contingency spell on you ends. Also, Contingency ends on you if its material component is ever not on your person.
Continual Flame
Level 2 Evocation
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (ruby dust worth 50+ gm, which the spell consumes)
- Duration:
- Until dispelled
A flame springs from an object that you touch. The effect casts bright light in a 20-foot radius and dim light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
Control Water
Level 4 Transmutation
- Casting time:
- 1 action
- Range:
- Long · 300 feet
- Components:
- V, S, M (a mixture of water and dust)
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- STR · half damage
Until the spell ends, you control any water inside an area you choose that is a cube up to 100 feet on a side, using one of the following effects. As an action on your later turns, you can repeat the same effect or choose a different one. Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes. Any Huge or smaller vehicles in the wave's path are swept with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. You part water in the area and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain. The water continues to move in the direction you chose until the spell ends or you choose a different effect. Whirlpool. You cause a whirlpool to form in the center of the area, which must be at least 50 feet square and 25 feet deep. The whirlpool lasts until you choose a different effect or the spell ends. The whirlpool is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature in the water and within 25 feet of the whirlpool is pulled 10 feet toward it. When a creature enters the whirlpool for the first time on a turn or ends its turn there, it makes a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage. On a successful save, the creature takes half as much damage. A creature can swim away from the whirlpool only if it first takes an action to pull away and succeeds on a Strength (Athletics) check against your spell save DC.
Control Weather
Level 8 Transmutation
- Casting time:
- 10 minutes
- Range:
- Melee · Self
- Components:
- V, S, M (burning incense)
- Duration:
- Concentration, up to 8 hours
You take control of the weather within 5 miles of you. You must be outdoors to cast this spell, and it ends early if you go indoors. When you cast it, and again whenever the conditions have settled, you can change the precipitation, the temperature, and the wind, each by one stage up or down on its table. You can also set the wind's direction. A change takes 1d4 x 10 minutes to arrive. When the spell ends, the weather returns to normal over the following hour.
Precipitation | Stage | Condition |
| 1 | Clear |
| 2 | Light clouds |
| 3 | Overcast or ground fog |
| 4 | Rain, hail, or snow |
| 5 | Torrential rain, driving hail, or blizzard |
Temperature | Stage | Condition |
| 1 | Heat wave |
| 2 | Hot |
| 3 | Warm |
| 4 | Cool |
| 5 | Cold |
| 6 | Freezing |
Wind | Stage | Condition |
| 1 | Calm |
| 2 | Moderate wind |
| 3 | Strong wind |
| 4 | Gale |
| 5 | Storm |
Cordon
Level 7 Abjuration
- Casting time:
- 10 minutes
- Range:
- Melee · Self
- Components:
- V, S, M (powdered silver worth 500 gm, consumed)
- Duration:
- 24 hours
- Saving throw:
- CHA · No damage this turn.
You seal a space up to 100 feet in each dimension. Choose two creature types when you cast the spell. A creature of a chosen type cannot enter the sealed space by any means, including teleportation and planar travel. A creature of a chosen type already inside makes a Charisma saving throw at the start of each of its turns, taking 6d8 force damage on a failed save. Divination spells of 6th level or lower cannot perceive the interior. You can name any number of creatures that pass freely. The seal is broken if you leave it for longer than 1 hour.
Corona
Level 9 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a lens of Aurelion glass, which is not consumed)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON · Half damage.
A sheath of stellar plasma stands off your skin. For the duration you are immune to fire and radiant damage and have resistance to all other damage except force and psychic. A creature that touches you or hits you with a melee attack takes 6d8 fire damage. Once per turn, as a bonus action, you can shed the corona in a 30-foot radius: each creature in the area makes a Constitution saving throw, taking 10d8 radiant damage on a failed save or half as much on a successful one, and the spell ends. You shed bright light in a 60-foot radius and cannot hide while the spell lasts.
Counter
Level 3 Ether-Rifting
- Casting time:
- 1 reaction (when you see a creature within 60 feet casting a spell)
- Range:
- Medium · 60 feet
- Components:
- S
- Duration:
- Instantaneous
You collapse the rising Rift signature of another caster before it stabilizes. If the triggering spell is 3rd level or lower, it fails. If it is 4th level or higher, make an ability check using your spellcasting ability against a DC of 10 + the spell's level. On a success the spell fails. A spell that fails this way still spends its slot.
At higher levels Slot level 4: The triggering spell fails automatically if its level is equal to or lower than the slot used.
Counterspell
Level 3 Abjuration
- Casting time:
- 1 reaction (which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components)
- Range:
- Medium · 60 feet
- Components:
- S
- Duration:
- Instantaneous
- Saving throw:
- CON
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, bonus action, or reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended.
Create Food and Water
Level 3 Conjuration
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Instantaneous
You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range. Both hold off malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.
Create or Destroy Water
Level 1 Transmutation
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a mix of water and sand)
- Duration:
- Instantaneous
You do one of the following: Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames there. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At higher levels You create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each spell slot level above 1.
Create Undead
Level 6 Necromancy
- Casting time:
- 1 minute
- Range:
- Close · 10 feet
- Components:
- V, S, M (one 150+ gm black onyx stone for each corpse)
- Duration:
- Instantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each one becomes a Ghoul under your control (see its entry under Creatures). As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell instead of animating new ones.
At higher levels Slot level 7: You can animate or reassert control over four Ghouls. Slot level 8: You can animate or reassert control over five Ghouls or two Ghasts or Wights. Slot level 9: You can animate or reassert control over six Ghouls, three Ghasts or Wights, or two Mummies.
Creation
Level 5 Illusion
- Casting time:
- 1 minute
- Range:
- Close · 30 feet
- Components:
- V, S, M (a paintbrush)
- Duration:
- Special
You pull wisps of shadow out of the Netherveil and set them into an object within range. The object is made of either vegetable matter, such as soft goods, rope, or wood, or mineral matter, such as stone, crystal, or metal. It can be no larger than a 5-foot cube, and it must be a form and material you have seen. How long it lasts depends on what you made it from, as shown on the Materials table, and an object of mixed materials lasts for the shortest of them. An object created by this spell cannot serve as the material component of another spell, and a spell that tries to use it fails.
Materials | Material | Duration |
| Vegetable matter | 24 hours |
| Stone or crystal | 12 hours |
| Precious metals | 1 hour |
| Gems | 10 minutes |
| Adamantine or mytharil | 1 minute |
At higher levels The Cube increases by 5 feet for each spell slot level above 5.
Crucible
Level 7 Molten-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON · half damage and not burning
You heat a 20-foot-radius sphere of air, centered on a point you can see within range, to forge temperature and hold it there. A creature that starts its turn in the area makes a Constitution saving throw, taking 10d8 fire damage on a failed save or half as much on a successful one, and gains the Burning condition on a failed save. Non-magical metal weapons and armor carried into the area soften. Each takes a cumulative -1 penalty for each round the creature wielding or wearing it spends inside, to a maximum of -3, until it is repaired.
Cure Wounds
Level 1 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Instantaneous
A creature you touch regains a number of hit points equal to 2d8 plus your spellcasting ability modifier.
At higher levels The healing increases by 2d8 for each spell slot level above 1.
Cushion
Level 1 Ether-Rifting
- Casting time:
- 1 reaction (when you or a creature within 60 feet falls)
- Range:
- Medium · 60 feet
- Components:
- V
- Duration:
- 1 minute
A column of rising air catches up to five falling creatures you can see within range. For the duration each of them descends at 60 feet per round, takes no damage from the fall, and lands on its feet. A creature that reaches the ground before the spell ends stops falling, and the spell ends for it.
Cyclone
Level 5 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- STR · Half damage, not thrown, and not knocked Prone.
A column of spinning air 20 feet in radius and 40 feet high forms at a point you choose within range and bursts outward. Each creature in the area makes a Strength saving throw, taking 6d8 bludgeoning damage and being thrown 20 feet in a direction of your choice and knocked Prone on a failed save, or taking half as much damage and staying in place on a successful one. Unsecured objects weighing 100 pounds or less are thrown the same distance.
At higher levels When cast using a slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
Dancing Lights
Illusion cantrip
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a bit of phosphorus)
- Duration:
- Concentration, up to 1 minute
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell's range.
Darkness
Level 2 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, M (bat fur and a piece of coal)
- Duration:
- Concentration, up to 10 minutes
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius sphere. Darkvision can't see through it, and nonmagical light can't illuminate it. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell's area overlaps with an area of bright light or dim light created by a spell of level 2 or lower, that other spell is dispelled.
Darkvision
Level 2 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a dried carrot)
- Duration:
- 8 hours
For the duration, a willing creature you touch has darkvision with a range of 150 feet.
Dawn
Level 7 Sun-Rifting
- Casting time:
- 10 minutes
- Range:
- Melee · Touch
- Components:
- V, S, M (an unbroken length of daylight, natural or projected)
- Duration:
- Instantaneous
You hold a body in unbroken light for 10 minutes. A creature that has been dead for no more than 1 hour returns to life with 1 hit point, its wounds closed and every condition on it ended. Missing limbs are not restored. A creature can be returned by this spell only once, and a second casting on it has no effect.
Daybreak
Level 2 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Instantaneous
Light gathers over one creature you can see within range and settles into it. The target regains 3d8 + your spellcasting ability modifier hit points, and you end one of the following conditions on it: Blinded, Deafened, or Poisoned. This spell has no effect on constructs or undead.
At higher levels Slot level 3: The healing increases to 4d8. Slot level 4: The healing increases to 5d8. At 5th level and above the healing is 6d8 and you end two conditions from the list instead of one. Slot level 6: The healing increases to 7d8. Slot level 7: The healing increases to 8d8. Slot level 8: The healing increases to 9d8. Slot level 9: The healing increases to 10d8.
Daylight
Level 3 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- 1 hour
For the duration, sunlight spreads from a point within range and fills a 60-foot-radius sphere. The sunlight's area is bright light and sheds dim light for an additional 60 feet. Alternatively, you cast the spell on an object that isn't being worn or carried, causing the sunlight to fill a 60-foot emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the sunlight. If any of this spell's area overlaps with an area of Darkness created by a spell of level 3 or lower, that other spell is dispelled.
Dazzle
Level 2 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage and not Blinded.
You aim a needle of stellar light at one creature you can see within range. The target makes a Dexterity saving throw, taking 4d8 radiant damage on a failed save or half as much on a successful one. On a failed save it is also Blinded until the end of your next turn.
At higher levels When cast using a slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Deadweight
Level 6 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- STR · unaffected
You multiply the weight of the ferrous metal on one creature you can see within range. The creature makes a Strength saving throw. On a failed save, its speed becomes 0, it has disadvantage on attack rolls and Dexterity saving throws, and it cannot take reactions. It can repeat the save at the end of each of its turns. Dropping all metal gear ends the effect at once.
At higher levels Slot level 7: You can target one additional creature for each slot level above 6th.
Death Ward
Level 4 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- 8 hours
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points before the spell ends, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantly without dealing damage, that effect is negated against the target, and the spell ends.
Decree
Level 10 Enchantment (apex)
- Casting time:
- 1 minute
- Range:
- Close · 30 feet
- Components:
- V, S, M (the target's true name, spoken aloud)
- Duration:
- Permanent until broken
- Saving throw:
- CHA · Unaffected, and it knows who tried.
You lay one standing instruction on a creature whose true name you speak. The creature makes a Charisma saving throw with disadvantage. On a failed save, the instruction holds permanently, and the creature cannot act against it. Only a Wish spell, your death, or the creature fulfilling a condition that you name when you cast the spell can remove it. The instruction cannot compel the creature to die. On a successful save, the creature is unaffected, knows who tried, and knows you hold its true name.
Delayed Blast Fireball
Level 7 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S, M (a ball of bat guano and sulfur)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · half damage
A beam of yellow light flashes from you, then condenses at a chosen point within range as a glowing bead for the duration. When the spell ends, the bead explodes, and each creature in a 20-foot-radius sphere centered on that point makes a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save or half as much damage on a successful one. The spell's base damage is 12d6, and the damage increases by 1d6 whenever your turn ends and the spell hasn't ended. If a creature touches the glowing bead before the spell ends, that creature makes a Dexterity saving throw. On a failed save, the spell ends, causing the bead to explode. On a successful save, the creature can throw the bead up to 40 feet. If the thrown bead enters a creature's space or collides with a solid object, the spell ends, and the bead explodes. When the bead explodes, flammable objects in the explosion that aren't being worn or carried start burning.
At higher levels Slot level 8: The damage increases to 13d6. Slot level 9: The damage increases to 14d6.
Deluge
Level 8 Water-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a flask of deep-ocean water)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON · Half damage.
A pocket of the Rift opens and floods a 30-foot-radius, 20-foot-deep volume centered on a point you choose within range with black seawater. Each creature inside when the water arrives makes a Constitution saving throw, taking 8d10 cold damage on a failed save or half as much on a successful one. A creature that starts its turn inside the water must hold its breath or begin Suffocating. When the spell ends the water drains back through the Rift and leaves the area soaked.
Demiplane
Level 8 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- S
- Duration:
- 1 hour
You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice). When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door's former space. Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
Detect Evil and Good
Level 1 Divination
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
For the duration, you sense the location of any aberration, celestial, elemental, fey, fiend, or undead within 30 feet of yourself. You also sense whether the Hallow spell is active there and, if so, where. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Detect Magic
Level 1 Divination (ritual)
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take an action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's Channel. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Detect Poison and Disease
Level 1 Divination (ritual)
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a yew leaf)
- Duration:
- Concentration, up to 10 minutes
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
Detect Thoughts
Level 2 Divination
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (1 Copper Piece)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
You activate one of the effects below. Until the spell ends, you can activate either effect as an 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 an 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.
Dimension Door
Level 4 Conjuration
- Casting time:
- 1 action
- Range:
- Long · 500 feet
- Components:
- V
- Duration:
- Instantaneous
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "300 feet upward to the northwest at a 45-degree angle." You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 force damage, and the teleportation fails.
Discern
Level 1 Ether-Rifting (ritual)
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
You tune your perception a half-step off the visible spectrum. For the duration you see Rift-active objects, wards, glyphs, concealed spell effects, and Invisible creatures within 60 feet of you as faint standing outlines, and you can tell a live effect from a spent one. Reading a heavily warded room this way gives you a headache that lasts until your next rest.
Disguise Self
Level 1 Illusion
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- 1 hour
You make yourself look different, including your clothing, armor, weapons, and anything else on your person until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. 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 your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
Disintegrate
Level 6 Transmutation
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a lodestone and dust)
- Duration:
- Instantaneous
- Saving throw:
- DEX
You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force. A creature targeted by this spell makes a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces it to 0 hit points, it and the nonmagical equipment it is wearing and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If such a target is Huge or larger, this spell disintegrates a 10-foot-cube portion of it.
At higher levels The damage increases by 3d6 for each spell slot level above 6.
Dispel
Level 4 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Instantaneous
You unpick a magical effect. Choose one creature, object, or area within range that is under an ongoing spell effect. Each effect on it of 3rd level or lower ends. For each effect of 4th level or higher, make an ability check using your spellcasting ability against a DC of 10 + the effect's level, ending the effect on a success.
At higher levels Slot level 5: You automatically end any effect of a level equal to or lower than the slot used.
Dispel Evil and Good
Level 5 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (powdered silver and iron)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CHA
For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions. Break Enchantment. As an action, you touch a creature that is Possessed by or has the Charmed or Frightened condition from one or more creatures of the types above. The target is no longer Possessed, Charmed, or Frightened by such creatures. Dismissal. As an action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target 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 Netherveil, and fey are sent to the Plane of Faewyld.
Dispel Magic
Level 3 Abjuration
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Instantaneous
Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell's level). On a successful check, the spell ends.
At higher levels You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.
Dissonant Whispers
Level 1 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V
- Duration:
- Instantaneous
- Saving throw:
- WIS · half damage
One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.
At higher levels At 2nd level and above, the damage increases to 4d6. At 3rd level and above, the damage increases to 5d6. At 4th level and above, the damage increases to 6d6. At 5th level and above, the damage increases to 7d6. At 6th level and above, the damage increases to 8d6. At 7th level and above, the damage increases to 9d6. At 8th level and above, the damage increases to 10d6. At 9th level and above, the damage increases to 11d6.
Divination
Level 4 Divination (ritual)
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (incense worth 25+ gm, which the spell consumes)
- Duration:
- Instantaneous
This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply, which can be a short phrase or cryptic rhyme. The spell doesn't account for circumstances that can change the answer, such as the casting of other spells. If you cast the spell more than once before finishing a long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Divine Favor
Level 1 Transmutation
- Casting time:
- 1 bonus action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- 1 minute
Until the spell ends, your attacks with weapons deal an extra 1d4 radiant damage on a hit.
Divine Smite
Level 1 Evocation
- Casting time:
- 1 bonus action (which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike)
- Range:
- Melee · Self
- Components:
- V
- Duration:
- Instantaneous
The target takes an extra 2d8 radiant damage from the attack. The damage increases by 1d8 if the target is a fiend or an undead.
At higher levels The damage increases by 1d8 for each spell slot level above 1.
Divine Word
Level 7 Evocation
- Casting time:
- 1 bonus action
- Range:
- Close · 30 feet
- Components:
- V
- Duration:
- Instantaneous
- Saving throw:
- CHA
You utter a word filled with power from the Plane of Helion. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 hit points or fewer suffers an effect based on its current hit points, as shown in the Divine Word Effects table. Regardless of its hit points, a celestial, an elemental, a fey, or a fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects | hit points | Effect |
| 0–20 | The target dies. |
| 21–30 | The target has the Blinded, Deafened, and Stunned conditions for 1 hour. |
| 31–40 | The target has the Blinded and Deafened conditions for 10 minutes. |
| 41–50 | The target has the Deafened condition for 1 minute. |
Dominate Beast
Level 4 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
One beast you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a reaction but must take your own reaction to do so.
At higher levels Slot level 5: Concentration can last up to 10 minutes. Slot level 6: Concentration can last up to 1 hour. Slot level 7: Concentration can last up to 8 hours. Slot level 8: Concentration can last up to 8 hours. Slot level 9: Concentration can last up to 8 hours.
Dominate Monster
Level 8 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 hour
- Saving throw:
- WIS
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a reaction but must take your own reaction to do so.
At higher levels Slot level 9: Concentration can last up to 8 hours.
Dominate Person
Level 5 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
One humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a reaction but must take your own reaction to do so.
At higher levels Slot level 6: Concentration can last up to 10 minutes. Slot level 7: Concentration can last up to 1 hour. Slot level 8: Concentration can last up to 8 hours. Slot level 9: Concentration can last up to 8 hours.
Dragon’s Breath
Level 2 Transmutation
- Casting time:
- 1 bonus action
- Range:
- Melee · Touch
- Components:
- V, S, M (a hot pepper)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · half damage
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take an action to exhale a 15-foot cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
At higher levels The damage increases by 1d6 for each spell slot level above 2.
Dream
Level 5 Illusion
- Casting time:
- 1 minute
- Range:
- Extreme · Special
- Components:
- V, S, M (a handful of sand)
- Duration:
- 8 hours
- Saving throw:
- WIS
You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a speed of 0. If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams. You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 psychic damage when it wakes up.
Drench
Level 1 Water-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- S
- Duration:
- Instantaneous
Water condenses out of the Rift over a 10-foot cube you choose within range and falls all at once. Every fire in the area that is smaller than a bonfire goes out, each creature in the area that is Burning stops Burning, and powder, paper, and unsealed electronics in the area are soaked and useless until dried. The water is real and drains where the floor lets it.
At higher levels Slot level 2: The cube grows by 5 feet on a side for each slot level above 1st.
Druidcraft
Transmutation cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Instantaneous
You create one of the following effects within range. Weather Sensor. You create a Tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect can appear as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. Bloom. You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. Sensory Effect. You create a harmless sensory effect, such as falling leaves, spectral dancing fairies, a gentle breeze, the sound of an animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. Fire Play. You light or snuff out a candle, a torch, or a campfire.
Earthquake
Level 8 Transmutation
- Casting time:
- 1 action
- Range:
- Long · 500 feet
- Components:
- V, S, M (a fractured rock)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · half damage
Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is difficult terrain. When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the Prone condition, and its concentration is broken. You can also cause the effects below. Fissures. A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 × 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens. Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses. A creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 bludgeoning damage, has the Prone condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.
Eclipse
Level 5 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS · Not Frightened.
You darken a 30-foot-radius sphere centered on a point you choose within range. The area is filled with darkness that no light of 5th level or lower can penetrate, and creatures inside it cannot see out. Each creature that starts its turn in the area makes a Wisdom saving throw or is Frightened of you until the start of its next turn. You and creatures you choose when you cast the spell see through the darkness as if it were dim light.
Eldritch Blast
Evocation cantrip
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Instantaneous
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 force damage.
Level 5: The spell creates two beams. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. Level 11: The spell creates three beams. Level 17: The spell creates four beams.
Elementalism
Transmutation cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Instantaneous
You exert control over the elements, creating one of the following effects within range. Beckon Air. You create a breeze strong enough to ripple cloth, stir dust, rustle leaves, and close open doors and shutters, all in a 5-foot cube. Doors and shutters held open by a creature or object aren't affected. Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a 5-foot-square area, or you cause a single word to appear in your handwriting in a patch of dirt or sand. Beckon Fire. You create a thin cloud of harmless embers and colored, scented smoke in a 5-foot cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke's scent lingers for 1 minute. Beckon Water. You create a spray of cool mist that lightly dampens creatures and objects in a 5-foot cube. Alternatively, you create 1 cup of clean water either in an open container or on a surface, and the water evaporates in 1 minute. Sculpt Element. You cause dirt, sand, fire, smoke, mist, or water that can fit in a 1-foot cube to assume a crude shape (such as that of a creature) for 1 hour.
Ember
Sun-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Instantaneous
You pull a sliver of stellar fire from the Rift and throw it. Make a ranged spell attack against one creature or object within range. On a hit, the target takes 1d8 fire damage, and an unattended flammable object it is touching ignites.
The damage increases to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17.
Enhance Ability
Level 2 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (fur or a feather)
- Duration:
- Concentration, up to 1 hour
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has advantage on ability checks using the chosen ability.
At higher levels At 3rd level and above, you can target one additional creature. At 4th level and above, you can target two additional creatures. At 5th level and above, you can target three additional creatures. At 6th level and above, you can target four additional creatures. At 7th level and above, you can target five additional creatures. At 8th level and above, you can target six additional creatures. At 9th level and above, you can target seven additional creatures.
Enlarge/Reduce
Level 2 Transmutation
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a pinch of powdered iron)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. The equipment a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target. Enlarge. The target's size increases by one category, for example from Medium to Large. The target also has advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit. Reduce. The target's size decreases by one category, for example from Medium to Small. The target also has disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).
Ensnaring Strike
Level 1 Conjuration
- Casting time:
- 1 bonus action (which you take immediately after hitting a creature with a weapon)
- Range:
- Melee · Self
- Components:
- V
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- STR
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. 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 spell slot level above 1.
Entangle
Level 1 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into difficult terrain. They disappear when the spell ends. Each creature (other than you) in the area when you cast the spell must succeed on a Strength saving throw or have the Restrained condition until the spell ends. A Restrained creature can take an action to make a Strength (Athletics) check against your spell save DC. On a success, it breaks free of the grasping plants and is no longer Restrained by them.
Enthrall
Level 2 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a -10 penalty to Wisdom (Perception) checks and passive Perception until the spell ends.
Eruption
Level 6 Molten-Rifting
- Casting time:
- 1 action
- Range:
- Long · 300 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage, not ignited.
You pull a column of magma through a Rift-tap beneath one creature you can see within range and drive it upward. The creature makes a Dexterity saving throw, taking 12d8 fire damage on a failed save or half as much on a successful one. On a failed save, it also catches fire and takes 2d8 fire damage at the start of each of its turns until a creature uses an action to smother the flames.
At higher levels When cast using a slot of 7th level or higher, initial damage increases by 1d8 per slot level above 6th.
Etherealness
Level 7 Conjuration
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Up to 8 hours
You step into the border regions of the Spirit Plane, where it overlaps with your current plane. You remain in the border of the Spirit Plane for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can perceive the plane you left, which looks gray, and you can't see anything there more than 60 feet away. While on the Spirit Plane, you can affect and be affected only by creatures, objects, and effects on that plane. Creatures that aren't on the Spirit Plane can't perceive or interact with you unless a feature gives them the ability to do so. When the spell ends, you return to the plane you left in the spot that corresponds to your space in the border of the Spirit Plane. If you appear in an occupied space, you are shunted to the nearest unoccupied space and take force damage equal to twice the number of feet you are moved. This spell ends instantly if you cast it while you are on the Spirit Plane or a plane that doesn't border it, such as one of the outer planes.
At higher levels Slot level 8: You can target up to 3 willing creatures, including yourself. They must be within 10 feet of you when you cast the spell. Slot level 9: You can target up to 6 willing creatures, including yourself. They must be within 10 feet of you when you cast the spell.
Expeditious Retreat
Level 1 Transmutation
- Casting time:
- 1 bonus action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
You take the Dash action, and until the spell ends, you can take that action again as a bonus action.
Eyebite
Level 6 Necromancy
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can take an action to target another creature but can't target a creature again if it has succeeded on a save against this casting of the spell. Asleep. The target has the Unconscious condition. It wakes up if it takes any damage or if another creature takes an action to shake it awake. Panicked. The target has the Frightened condition. On each of its turns, the Frightened target must take the Dash action and move away from you by the safest and shortest route available. If the target moves to a space at least 60 feet away from you where it can't see you, this effect ends. Sickened. The target has the Poisoned condition.
Fabricate
Level 4 Transmutation
- Casting time:
- 10 minutes
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Instantaneous
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube or eight connected 5-foot cubes) given a sufficient quantity of material. If you're working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot cube). The quality of any fabricated objects is based on the quality of the raw materials. Creatures and magic items can't be created by this spell. You also can't use it to create items that require a high degree of skill, such as weapons and armor, unless you have proficiency with the type of artisan's tools used to craft such objects.
Facade
Level 6 Illusion
- Casting time:
- 10 minutes
- Range:
- Long · 1,000 feet
- Components:
- V, S, M (a scale model of any building)
- Duration:
- 24 hours
You raise an illusory settlement that covers up to a half-mile square. It has streets, buildings, sounds, and smells, and it holds up to touch. A creature can walk its roads and open its doors, but no part of it can be taken beyond its boundary. A creature that inspects a detail closely can make an Intelligence (Investigation) check against your spell save DC. On a success, that creature sees the illusion for what it is, and the illusion remains for all other creatures. The illusion cannot deal damage and does not block movement.
Faerie Fire
Level 1 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX
Objects in a 20-foot cube within range are outlined in blue, green, or violet light (your choice). Each creature in the cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius and can't benefit from the Invisible condition. Attack rolls against an affected creature or object have advantage if the attacker can see it.
Faithful Hound
Level 4 Conjuration
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a silver whistle)
- Duration:
- 8 hours
- Saving throw:
- DEX
You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other. Only you can see the hound, and it is intangible and invulnerable. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound has truesight with a range of 30 feet. At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 force damage. On your later turns, you can take an action to move the hound up to 30 feet.
False Life
Level 1 Necromancy
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a drop of alcohol)
- Duration:
- Instantaneous
You gain 2d4 + 4 temporary hit points.
At higher levels You gain 5 additional temporary hit points for each spell slot level above 1.
Fault
Level 5 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- CON · half damage
You drop a hard fault across every powered device in a 20-foot-radius sphere centered on a point within range. Each construct, each creature carrying a powered weapon, and each creature with an installed augment in the area makes a Constitution saving throw, taking 8d8 lightning damage on a failed save or half as much on a successful one. Every device in the area that is not hardened is disabled for 1 minute, including doors and your own equipment.
At higher levels The damage increases by 1d8 for each slot level above 5.
Fear
Level 3 Illusion
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a white feather)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Feather Fall
Level 1 Transmutation
- Casting time:
- 1 reaction (which you take when you or a creature you can see within 60 feet of you falls)
- Range:
- Medium · 60 feet
- Components:
- V, M (a small feather or piece of down)
- Duration:
- 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
Feedback
Level 6 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- INT · Half damage and not Stunned.
You open every thread you are holding at once and let it discharge in a 30-foot cone. Each creature in the cone makes an Intelligence saving throw, taking 10d8 psychic damage on a failed save or half as much on a successful one. On a failed save a creature is also Stunned until the end of your next turn. A creature with no mind to reach is unaffected.
At higher levels When cast using a slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Find Familiar
Level 1 Conjuration (ritual)
- Casting time:
- 1 hour
- Range:
- Close · 10 feet
- Components:
- V, S, M (burning incense worth 10+ gm, which the spell consumes)
- Duration:
- Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another beast that has a Power Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see its entry under Creatures), though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it obeys your commands. Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a bonus action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has. Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a reaction to deliver the touch when you cast the spell. Combat. The familiar is an ally to you and your allies. It rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. Disappearance of the Familiar. When the familiar drops to 0 hit points, it disappears. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. One Familiar Only. You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
Find Steed
Level 2 Conjuration
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Instantaneous
You call an otherworldly steed into an unoccupied space you can see within range. Choose its type when you cast the spell: celestial, fey, or fiend. It looks like a Large rideable animal of your choice, such as a horse, a camel, a dire canine, or an elk.
The steed has AC 10 plus the spell's level and 5 hit points plus 10 per level of the spell. Its speed is 60 feet, and at 4th level and higher it also has a fly speed of 60 feet. It is an ally to you and your allies, shares your initiative count, and serves as a controlled mount while you ride it. If you are Incapacitated, it acts on its own turn immediately after yours and protects you. It can speak telepathically with you, and only with you, out to 1 mile.
Its melee attack uses your spell attack modifier with a reach of 5 feet and deals 1d8 plus the spell's level in radiant damage if it is a celestial, psychic damage if it is a fey, or necrotic damage if it is a fiend. When you regain hit points from a spell of 1st level or higher and the steed is within 5 feet of you, it regains the same number.
The steed disappears if it drops to 0 hit points or if you die, leaving behind anything it carried. Casting the spell again replaces the steed you have.
At higher levels Use the spell slot's level for the spell's level in the stat block.
Find the Path
Level 6 Divination
- Casting time:
- 1 minute
- Range:
- Melee · Self
- Components:
- V, S, M (a set of divination tools—such as cards or runes—worth 100+ gm)
- Duration:
- Concentration, up to 1 day
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an unspecific destination (such as "a green dragon's lair"). For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. Whenever you face a choice of paths along the way there, you know which path is the most direct.
Find Traps
Level 2 Divination
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Instantaneous
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Finger of Death
Level 7 Necromancy
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- CON · half damage
You send negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 necrotic damage on a failed save or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a Zombie (see its entry under Creatures) that follows your verbal orders.
Fire Bolt
Evocation cantrip
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Instantaneous
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.
The damage increases to 2d10 at level 5, 3d10 at level 11 and 4d10 at level 17.
Fire Shield
Level 4 Evocation
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a bit of phosphorus or a firefly)
- Duration:
- 10 minutes
Wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack roll, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield or 2d8 cold damage from a chill shield.
Fire Storm
Level 7 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · half damage
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot cubes, which you arrange as you like. Each cube must be contiguous with at least one other cube. Each creature in the area makes a Dexterity saving throw, taking 7d10 fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning.
Fireball
Level 3 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S, M (a ball of bat guano and sulfur)
- Duration:
- Instantaneous
- Saving throw:
- DEX · half damage
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius sphere centered on that point makes a Dexterity saving throw, taking 8d6 fire damage on a failed save or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried start burning.
At higher levels The damage increases by 1d6 for each spell slot level above 3.
Firestorm
Level 7 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Long · 500 feet
- Components:
- V, S, M (a sliver of sunmetal)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · Half damage.
A vortex of fire and radiant light descends over a 40-foot-radius, 40-foot-high cylinder centered on a point you can see within range. When the storm appears and at the start of each of your turns, each creature in the area must make a Dexterity saving throw, taking 6d6 fire damage and 6d6 radiant damage on a failed save or half as much on a successful one. The area is heavily obscured from outside, and ranged attacks made into or through it have disadvantage.
At higher levels Slot level 8: The fire damage increases to 7d6. Slot level 9: The fire damage increases to 8d6.
Fissure
Level 3 Molten-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 1 minute
- Saving throw:
- DEX · half damage
A seam of molten rock opens along a line within range and keeps burning. Each creature in the line when it opens makes a Dexterity saving throw, taking 5d6 fire damage on a failed save or half as much on a successful one. The seam then remains as difficult terrain, and a creature that enters it or starts its turn in it takes 2d6 fire damage. When the minute is up, the seam cools to sharp black glass that stays there permanently.
At higher levels The initial damage increases by 1d6 for each slot level above 3.
Flame Blade
Level 2 Evocation
- Casting time:
- 1 bonus action
- Range:
- Melee · Self
- Components:
- V, S, M (a sumac leaf)
- Duration:
- Concentration, up to 10 minutes
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a bonus action. As an action, you can make a melee spell attack with the fiery blade. On a hit, the target takes fire damage equal to 3d6 plus your spellcasting ability modifier. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At higher levels The damage increases by 1d6 for each spell slot level above 2.
Flame Strike
Level 5 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a pinch of sulfur)
- Duration:
- Instantaneous
- Saving throw:
- DEX · half damage
A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 fire damage and 5d6 radiant damage on a failed save or half as much damage on a successful one.
At higher levels The fire damage and the radiant damage increase by 1d6 for each spell slot level above 5.
Flaming Sphere
Level 2 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a ball of wax)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · half damage
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 fire damage on a failed save or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At higher levels The damage increases by 1d6 for each spell slot level above 2.
Flare
Level 3 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage.
A miniature sun blooms at a point you choose within range. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw, taking 6d6 fire damage on a failed save or half as much on a successful one. Unattended flammable objects in the area ignite.
At higher levels When cast using a slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Flechette
Level 8 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · half damage
Your reactive plating sheds alloy fragments that fill the air around you in a moving screen. Your AC increases by 3 and ranged attacks against you have disadvantage. At the end of each of your turns, each creature hostile to you within 20 feet makes a Dexterity saving throw, taking 6d8 slashing damage on a failed save or half as much on a successful one. Afterward, the ground around you is dangerous to walk on barefoot for a week.
Flesh to Stone
Level 6 Transmutation
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a cockatrice feather)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON
You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its speed is 0 until the start of your next turn. Constructs automatically succeed on the save. A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive. Keep track of both until the target collects three of a kind. If you maintain your concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.
Flicker
Level 3 Arc-Rifting
- Casting time:
- 1 bonus action
- Range:
- Melee · Self
- Components:
- S
- Duration:
- Concentration, up to 1 minute
You keep a charge running along your body so that you can jump between conductive contacts. For the duration, you can use a bonus action to move up to 30 feet to an unoccupied space you can see, provided you are touching a conductive surface at both your starting point and your destination. Deck plating, rails, pipework, and standing water all qualify. Insulated flooring and open ground do not.
At higher levels Slot level 5: The distance increases to 60 feet at 5th level and above.
Floating Disk
Level 1 Conjuration (ritual)
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a drop of mercury)
- Duration:
- 1 hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, and it can't leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (for example, because it can't move around an obstacle to follow you), the spell ends.
Floe
Level 5 Water-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- 8 hours
A raft of ice 20 feet square and 2 feet thick forms on any liquid surface within range. It bears up to 4,000 pounds without sinking, and as a bonus action you can move it up to 30 feet across the surface it floats on. The raft does not melt for the duration, in any temperature short of open flame, and it can be shaped into a ramp, a bridge, or a wall as an action.
Fly
Level 3 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a feather)
- Duration:
- Concentration, up to 10 minutes
You touch a willing creature. For the duration, the target gains a fly speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
At higher levels At 4th level and above, you can target one additional creature. At 5th level and above, you can target two additional creatures. At 6th level and above, you can target three additional creatures. At 7th level and above, you can target four additional creatures. At 8th level and above, you can target five additional creatures. At 9th level and above, you can target six additional creatures.
Fog Cloud
Level 1 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 hour
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere is heavily obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
At higher levels The fog's radius increases by 20 feet for each spell slot level above 1.
Fogbank
Level 2 Water-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- S
- Duration:
- Concentration, up to 1 hour
You raise a bank of fog in a 20-foot-radius sphere centered on a point you choose within range. The area is heavily obscured, to ordinary optics and to most thermal imaging as well as to sight. Wind of 20 miles per hour or more disperses the fog in 4 rounds, and hard vacuum disperses it instantly. You cannot see through it either.
At higher levels Slot level 3: The radius increases by 20 feet for each slot level above 2nd.
Forbiddance
Level 6 Abjuration (ritual)
- Casting time:
- 10 minutes
- Range:
- Melee · Touch
- Components:
- V, S, M (ruby dust worth 1,000+ gm)
- Duration:
- 1 day
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Rift, the Spirit Plane, the Plane of Faewyld, the Netherveil, or the Plane Shift spell. In addition, the spell damages the types of creatures that you choose when you cast it. Choose one or more of the following: aberrations, celestials, elementals, fey, fiends, and undead. When a creature of a chosen type enters the spell's area for the first time on a turn or ends its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell). You can designate a password when you cast the spell. A creature that speaks the password as it enters the area takes no damage from the spell. The spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.
Forcecage
Level 7 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 100 feet
- Components:
- V, S, M (ruby dust worth 1,500+ gm, which the spell consumes)
- Duration:
- Concentration, up to 1 hour
- Saving throw:
- CHA
An immobile, Invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave, it must first make a Charisma saving throw. On a successful save, the creature can use that magic to exit the cage. On a failed save, the creature doesn't exit the cage and wastes the spell or effect. The cage also extends into the Spirit Plane, blocking travel through the Spirit Plane. This spell can't be dispelled by Dispel Magic.
Foresight
Level 9 Divination
- Casting time:
- 1 minute
- Range:
- Melee · Touch
- Components:
- V, S, M (a hummingbird feather)
- Duration:
- 8 hours
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has advantage on d20 rolls, and other creatures have disadvantage on attack rolls against it. The spell ends early if you cast it again.
Foundation
Level 9 Earth-Rifting
- Casting time:
- 1 minute
- Range:
- Melee · Self
- Components:
- V, S, M (a seed from a tree older than you, which the spell consumes)
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- DEX · Half damage.
You root yourself to the bedrock. For the duration you cannot be moved, knocked Prone, or teleported against your will, you are immune to the Restrained and Paralyzed conditions, and you automatically succeed on Strength and Constitution saving throws. Your speed is 0 and cannot be increased. At the start of each of your turns, choose a point within 60 feet of you: each creature within 15 feet of that point makes a Dexterity saving throw, taking 8d8 bludgeoning damage on a failed save or half as much on a successful one. You can end the spell without using an action.
Foundry
Level 10 Metal-Rifting (ritual) (apex)
- Casting time:
- 1 hour (ritual)
- Range:
- Extreme · 1 mile
- Components:
- V, S, M (a master-forged anvil, a Tier V relic core, and a willing or bound spirit of industry, all consumed)
- Duration:
- Permanent
You perform an hour-long rite at a site of significant metalworking, such as an industrial foundry, an old forge, or a starship's drive core, and bind a region of the Rift to its iron. When the rite ends, the area within a half-mile radius of the focus becomes a foundry. Every unattended metal structure, vehicle hull, weapon, and architectural component in the area can be reshaped at the will of the anchor, who is you or a successor you name during the rite. While within the area, the anchor can use an action to animate one unoccupied vehicle or large metallic construct in the area as a Tier IV ally. The GM determines its stats, with a sample chassis of 300 hit points, AC 20, and three attacks at +12 for 4d10 + 6 damage each. Up to three such allies can be active at a time. The area also produces finished weapons, plating, and machined parts at ten times normal industrial speed, with no operators needed. The foundry is permanent until the focus is destroyed, the anchor spends an hour at the focus to renounce the rite, or another Foundry spell claims the same ground.
Freedom of Movement
Level 4 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a leather strap)
- Duration:
- 1 hour
You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a swim speed equal to its speed. In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.
At higher levels At 5th level, you can target 1 additional creature. At 6th level, you can target 2 additional creatures. At 7th level, you can target 3 additional creatures. At 8th level, you can target 4 additional creatures. At 9th level, you can target 5 additional creatures.
Freeze
Level 4 Water-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON · Not Restrained.
Ice climbs one creature you can see within range from the feet up and sets hard. The target makes a Constitution saving throw or is Restrained for the duration. It can repeat the saving throw at the end of each of its turns, ending the effect on a success. If the target takes fire or plasma damage, it has advantage on its next saving throw against the spell. A creature Restrained this way while swimming sinks.
At higher levels Slot level 5: You can target one additional creature for each slot level above 4th.
Freezing Sphere
Level 6 Evocation
- Casting time:
- 1 action
- Range:
- Long · 300 feet
- Components:
- V, S, M (a miniature crystal sphere)
- Duration:
- Instantaneous
- Saving throw:
- CON · half damage
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 cold damage on a failed save or half as much damage on a successful one. If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check against your spell save DC to break free. You can refrain from firing the globe after completing the spell's casting. If you do so, a globe about the size of a sling bullet, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as a normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.
At higher levels The damage increases by 1d6 for each spell slot level above 6.
Frost
Level 2 Water-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- CON · Half damage and speed not halved.
The temperature in a 15-foot cube you choose within range drops in an instant. Each creature in the cube makes a Constitution saving throw, taking 4d6 cold damage on a failed save or half as much on a successful one. On a failed save a creature's speed is also halved until the end of its next turn. Standing water in the area freezes into a thin sheet that is difficult terrain for 1 round.
At higher levels When cast using a slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Furnace
Level 9 Molten-Rifting
- Casting time:
- 1 action
- Range:
- Long · 1,000 feet
- Components:
- V, S, F
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- CON · Half damage.
You open a Rift-tap to a stellar core and bind its output into a sphere. Each creature in the 60-foot-radius sphere when the furnace forms makes a Constitution saving throw, taking 20d6 fire damage on a failed save or half as much on a successful one. A creature that starts its turn in the area takes 8d6 fire damage with no saving throw. Non-magical metal in the area softens and warps, and non-magical wood, cloth, and flesh ignite. Tier IV armor begins to fail after 1 minute of exposure.
At higher levels Slot level 10: Cast as a ritual, the furnace persists for 1 hour without concentration and its radius is 120 feet.
Gale
Level 2 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- STR · Not pushed.
A strong wind blows from you in a line 60 feet long and 10 feet wide for the duration. A creature that starts its turn in the line, or enters it, makes a Strength saving throw or is pushed 15 feet along the wind. Moving against the wind costs 2 feet of movement for every foot moved. The line disperses gas and fog, puts out unprotected flames, and gives ranged weapon attacks made through it disadvantage. As a bonus action you can change the direction the wind blows.
Gaseous Form
Level 3 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a bit of gauze)
- Duration:
- Concentration, up to 1 hour
A willing creature you touch shape-shifts, along with the equipment it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 hit points or if it takes an action to end the spell. While in this form, the target's only method of movement is a fly speed of 10 feet, and it can hover. The target can enter and occupy the space of another creature. The target has resistance to bludgeoning, piercing, and slashing damage, immunity to the Prone condition, and advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through narrow openings, but it treats liquids as though they were solid surfaces. The target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
At higher levels At 4th level and above, you can target one additional creature. At 5th level and above, you can target two additional creatures. At 6th level and above, you can target three additional creatures. At 7th level and above, you can target four additional creatures. At 8th level and above, you can target five additional creatures. At 9th level and above, you can target six additional creatures.
Gate
Level 9 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a diamond worth 5,000+ gm)
- Duration:
- Concentration, up to 1 minute
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and the GM decides how it acts. It can leave, attack you, or help you.
Geas
Level 5 Enchantment
- Casting time:
- 1 minute
- Range:
- Medium · 60 feet
- Components:
- V
- Duration:
- 30 days
- Saving throw:
- WIS
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can't understand your command. While Charmed, the creature takes 5d10 psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. A Remove Curse, Greater Restoration, or Wish spell ends this spell.
At higher levels Slot level 7: The duration is 365 days. Slot level 8: The duration is 365 days. Slot level 9: The spell lasts until Remove Curse, Greater Restoration, or Wish ends it.
Gentle Repose
Level 2 Necromancy (ritual)
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (2 Copper Pieces, which the spell consumes)
- Duration:
- 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead.
Giant Insect
Level 4 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
You summon a giant centipede, spider, or wasp, chosen when you cast the spell, into an unoccupied space you can see within range. It is an ally to you and your allies, shares your initiative count, and takes its turn immediately after yours. It obeys your spoken commands, which cost you no action, and it takes the Dodge action and moves to avoid danger if you give none. It disappears when it drops to 0 hit points or when the spell ends.
The insect has AC 11 plus the spell's level and 30 hit points plus 10 for each level of the spell above 4th. Its speed is 40 feet, with a climb speed of 40 feet, and a wasp has a fly speed of 40 feet instead. Its bite uses your spell attack modifier with a reach of 5 feet and deals 1d6 plus the spell's level in piercing damage plus 1d4 poison damage. A centipede can also spew venom as a bonus action at one creature within 15 feet. The target makes a Constitution saving throw against your spell save DC or is Poisoned until the end of its next turn. A spider's web restrains one Large or smaller creature within 30 feet on a failed Dexterity saving throw against your spell save DC.
At higher levels Use the spell slot's level for the spell's level in the stat block.
Glacier
Level 7 Water-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON · Half damage and not Restrained.
A column of glacier ice surges up around one creature you can see within range. The target makes a Constitution saving throw, taking 12d8 cold damage and being Restrained on a failed save, or half as much damage and not Restrained on a successful one. A Restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The ice has AC 15 and 60 hit points, and shattering it frees the target.
At higher levels Slot level 8: The damage increases to 13d8. Slot level 9: The damage increases to 14d8.
Glare
Sun-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- Instantaneous
- Saving throw:
- CON · No effect.
You catch a creature's eyes with a flash of hard light. One creature you can see within range makes a Constitution saving throw. On a failure it has disadvantage on the next attack roll it makes before the end of its next turn. A creature that cannot see is unaffected.
At 5th level the range increases to 60 feet. At 11th level a target that fails is also Blinded until the start of its next turn.
Gleam
Level 1 Sun-Rifting
- Casting time:
- 1 bonus action
- Range:
- Close · 30 feet
- Components:
- V
- Duration:
- Concentration, up to 1 minute
You mark one creature you can see within range with a thin line of light. For the duration, the target adds 1d4 to its AC and to its saving throws. The mark is visible at any distance and in any light.
At higher levels At 3rd level and above the die becomes a d6. At 5th level and above you can mark one additional creature.
Glibness
Level 8 Enchantment
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V
- Duration:
- 1 hour
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Glimmer
Sun-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- S
- Duration:
- 1 hour
You set a steady point of light into an object you touch that is no larger than you can hold. It sheds bright light in a 20-foot radius and dim light for 20 feet beyond that, in a color you choose when you cast it. The light gives off no heat. Covering the object blocks the light, and you can end the spell as a bonus action.
At 11th level the bright light radius increases to 40 feet, and you can move the light to another object you touch as a bonus action.
Globe of Invulnerability
Level 6 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a glass bead)
- Duration:
- Concentration, up to 1 minute
An immobile, shimmering barrier appears in a 10-foot emanation around you and remains for the duration. Any spell of level 5 or lower cast from outside the barrier can't affect anything within it. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from areas of effect created by such spells.
At higher levels The barrier blocks spells of 1 level higher for each spell slot level above 6.
Glyph of Warding
Level 3 Abjuration
- Casting time:
- 1 hour
- Range:
- Melee · Touch
- Components:
- V, S, M (powdered diamond worth 200+ gm, which the spell consumes)
- Duration:
- Until dispelled or triggered
- Saving throw:
- DEX · half damage
You inscribe a glyph that later produces a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly 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 whether it's an explosive rune or a spell glyph, as 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. Once a glyph is triggered, this spell ends. You can refine the trigger so that only creatures of certain types activate it (for example, the glyph can 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. Explosive Rune. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one. Spell Glyph. You can store a prepared spell of level 3 or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell takes effect. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At higher levels The damage of an explosive rune increases by 1d8 for each spell slot level above 3. If you create a spell glyph, you can store any spell of up to the same level as the spell slot you use for the Glyph of Warding.
Goodberry
Level 1 Conjuration
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a sprig of mistletoe)
- Duration:
- 24 hours
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a bonus action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. Uneaten berries disappear when the spell ends.
Grasp
Ether-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 1 minute
A hand of compressed Ether forms at a point you choose within range. As an action you can direct the hand to lift, carry, or move an unattended object weighing up to 10 pounds, open an unlocked door or container, or pour out a vial. The hand cannot attack, cannot activate a magic item, and vanishes if it moves more than 30 feet from you.
At 5th level the hand carries up to 25 pounds and its range is 60 feet. At 11th level the hand carries up to 50 pounds and its range is 90 feet. At 17th level the hand carries up to 100 pounds and its range is 120 feet.
Grease
Level 1 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a bit of pork rind or butter)
- Duration:
- 1 minute
- Saving throw:
- DEX
Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.
Greater Invisibility
Level 4 Illusion
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
A creature you touch has the Invisible condition until the spell ends.
Greater Restoration
Level 5 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (diamond dust worth 100+ gm, which the spell consumes)
- Duration:
- Instantaneous
You touch a creature and strip one lasting affliction out of it. Choose one of the following and end it on the target: one level of exhaustion, the Charmed condition, the Petrified condition, one curse (including attunement to a cursed item), one reduction to an ability score, or one reduction to its hit point maximum.
Gridlock
Level 8 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
You hold a saturated charge across an area within range. Ranged attacks that pass into or through the field have disadvantage. A creature that enters the field or starts its turn in it takes 8d8 lightning damage and has its speed halved until the start of its next turn. Powered equipment inside the field operates at half effect. The field affects you too if you are inside it.
Groundswell
Level 7 Enchantment
- Casting time:
- 1 action
- Range:
- Long · 300 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- WIS · The creature is unaffected and knows why.
Choose a point within range. Every creature within 60 feet of that point that can hear you and has an Intelligence of 4 or higher makes a Wisdom saving throw. On a failed save, a creature adopts an emotion you name when you cast the spell: calm, fury, grief, or terror. An affected creature acts on that emotion toward a target you name and does not attack you while the effect holds. Damaging an affected creature ends the effect on it. A creature that succeeds is unaffected and knows someone is working on the crowd.
Guardian of Faith
Level 4 Conjuration
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V
- Duration:
- 8 hours
- Saving throw:
- DEX · half damage
A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon. Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20 radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Guards and Wards
Level 6 Abjuration
- Casting time:
- 1 hour
- Range:
- Melee · Touch
- Components:
- V, S, M (a silver rod worth 10+ gm)
- Duration:
- 24 hours
You create a ward over up to 2,500 square feet of floor space, up to 20 feet tall, shaped as one 50-foot square, one hundred contiguous 5-foot squares, or twenty-five contiguous 10-foot squares. When you cast the spell you name the individuals it does not affect, and you can set a password that makes any speaker within 5 feet of the area immune to its effects.
The ward creates four effects. Dispel Magic cannot end the ward as a whole, but it can end any one of the four, and the ward ends when all four are gone. If you cast this spell on the same area every day for 365 days, it lasts until all four effects are dispelled.
Corridors. Fog fills every warded corridor, making it heavily obscured. At each intersection or branching passage, there is a 50 percent chance that a creature other than you believes it is going the opposite way from the one it chose.
Doors. Every door in the area is locked as though sealed by Arcane Lock, and you can disguise up to ten of them as blank wall.
Stairs. Webs fill every stair from top to bottom, as the Web spell. Strands destroyed while the ward holds regrow in 10 minutes.
One other effect. Place one of the following in the area: Dancing Lights in four corridors, on a simple pattern the lights repeat for the duration; Magic Mouth in two places; Stinking Cloud in two places, whose vapors return 10 minutes after they are dispersed; Gust of Wind blowing continuously in one corridor or room; or Suggestion in one 5-foot square, delivered to the mind of any creature that enters it.
Guidance
Divination cantrip
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
Guiding Bolt
Level 1 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- 1 round
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 radiant damage, and the next attack roll made against it before the end of your next turn has advantage.
At higher levels The damage increases by 1d6 for each spell slot level above 1.
Guise
Level 1 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- 1 hour
You lay a false surface over yourself: a different face, a different build within a foot of your own height, different clothing and insignia. The illusion holds against sight and a casual scan, and touch reveals it. A creature that has reason to doubt what it sees can use its action to make an Intelligence (Investigation) check against your spell save DC, seeing through the illusion on a success. Recorded footage shows the illusion, and Rift-sensitive equipment shows both.
At higher levels At 2nd level the duration increases to 8 hours. At 3rd level and above you can also disguise one willing creature you touch.
Gust of Wind
Level 2 Evocation
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a legume seed)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- STR
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. A creature that ends its turn in the line must make the same save. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on your later turns, you can change the direction in which the line blasts from you.
Hail
Level 3 Water-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage.
Ice the size of fists falls on a 20-foot-radius cylinder 40 feet high centered on a point you choose within range. Each creature in the area makes a Dexterity saving throw, taking 3d8 bludgeoning damage and 2d8 cold damage on a failed save, or half as much on a successful one. The ground in the area is difficult terrain until the end of your next turn.
At higher levels When cast using a slot of 4th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 3rd.
Hallow
Level 5 Abjuration
- Casting time:
- 24 hours
- Range:
- Melee · Touch
- Components:
- V, S, M (incense worth 1,000+ gm, which the spell consumes)
- Duration:
- Until dispelled
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. Daylight. Bright light fills the area. Magical darkness created by spells of a level lower than this spell can't extinguish the light. Peaceful Rest. Dead bodies interred in the area can't be turned into undead. Extradimensional Interference. Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel. Fear. Creatures of any types you choose have the Frightened condition while in the area. Resistance. Creatures of any types you choose have resistance to one damage type of your choice while in the area. Silence. No sound can emanate from within the area, and no sound can reach into it. Tongues. Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language. Vulnerability. Creatures of any types you choose have vulnerability to one damage type of your choice while in the area.
Hallucinatory Terrain
Level 4 Illusion
- Casting time:
- 10 minutes
- Range:
- Long · 300 feet
- Components:
- V, S, M (a mushroom)
- Duration:
- 24 hours
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 notice the illusion. If 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.
Halo
Level 3 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- CHA · The creature can enter the radius this turn.
A ring of hard light stands around you at head height. For the duration, undead, fiends, and aberrations have disadvantage on attack rolls against any creature inside a 10-foot radius of you. A creature of those types cannot willingly enter the radius unless it succeeds on a Charisma saving throw at the start of its turn. Attacks and spells from outside the radius pass through it.
At higher levels Slot level 4: The radius increases by 10 feet for each slot level above 3rd.
Harden
Level 3 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a pinch of granite dust)
- Duration:
- Concentration, up to 1 hour
A creature's skin takes on the grain and weight of stone. For the duration the target has resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons, and it has a +1 bonus to AC. Its speed is reduced by 5 feet, and it sinks in water.
At higher levels At 5th level and above the resistance also applies to magical weapons.
Harm
Level 6 Necromancy
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- CON · half damage
You inflict virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, and its hit point maximum is reduced by an amount equal to the necrotic damage it took. On a successful save, it takes half as much damage only. This spell can't reduce a target's hit point maximum below 1.
Harpoon
Level 3 Water-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Instantaneous
You condense water out of the Rift into a barbed shaft of ice and throw it. Make a ranged spell attack against one creature within range. On a hit, the target takes 4d8 cold damage and 2d8 piercing damage, and you can pull it up to 10 feet toward you. The shaft shatters, leaving a 5-foot square of frost that is difficult terrain for 1 round.
At higher levels When cast using a slot of 4th level or higher, the cold damage increases by 1d8 for each slot level above 3rd.
Haste
Level 3 Transmutation
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a shaving of licorice root)
- Duration:
- Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to Armor Class, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target is Incapacitated and has a speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Heal
Level 6 Abjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 hit points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.
At higher levels The healing increases by 10 for each spell slot level above 6.
Healing Word
Level 1 Abjuration
- Casting time:
- 1 bonus action
- Range:
- Medium · 60 feet
- Components:
- V
- Duration:
- Instantaneous
A creature of your choice that you can see within range regains hit points equal to 2d4 plus your spellcasting ability modifier.
At higher levels The healing increases by 2d4 for each spell slot level above 1.
Hearth
Molten-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- S
- Duration:
- Up to 1 hour
You move heat from one place to another and hold it where you put it. You can warm or chill an object you touch, no larger than a person, by up to 40 degrees, hold a forge at working temperature without fuel, keep a meal hot, or make a metal handle too hot to touch for a short time. The heat must come from a nearby source, and that source becomes correspondingly colder.
Heat Metal
Level 2 Transmutation
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a piece of iron and a flame)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can take a bonus action on each of your later turns to deal this damage again if the object is within range. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels The damage increases by 1d8 for each spell slot level above 2.
Heat Shroud
Level 1 Molten-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- S
- Duration:
- Concentration, up to 10 minutes
A thin layer of superheated air surrounds your skin. You gain resistance to cold damage, and you are unaffected by extreme cold and frigid water. A creature that hits you with a melee attack from within 5 feet takes 1d6 fire damage. The shroud gives off visible heat and shows up on thermal sensors.
At higher levels The retaliatory damage increases by 1d6 for each two slot levels above 1.
Heat Sink
Level 4 Molten-Rifting
- Casting time:
- 1 reaction (when you take fire, plasma or cold damage)
- Range:
- Melee · Self
- Components:
- S
- Duration:
- 1 round
You absorb the incoming energy and store it. You have immunity to the triggering damage type until the start of your next turn. The next melee attack you make before the end of your next turn deals an additional 4d6 damage of the absorbed type. If you make no melee attack, the stored energy vents harmlessly with a loud noise.
At higher levels The stored damage increases by 1d6 for each slot level above 4.
Hellish Rebuke
Level 1 Evocation
- Casting time:
- 1 reaction (which you take in response to taking damage from a creature that you can see within 60 feet of yourself)
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · half damage
The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 fire damage on a failed save or half as much damage on a successful one.
At higher levels The damage increases by 1d10 for each spell slot level above 1.
Heroes’ Feast
Level 6 Conjuration
- Casting time:
- 10 minutes
- Range:
- Melee · Self
- Components:
- V, S, M (a gem-encrusted bowl worth 1,000+ gm, which the spell consumes)
- Duration:
- Instantaneous
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.
Heroism
Level 1 Enchantment
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
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 At 2nd level and above, you can target one additional creature. At 3rd level and above, you can target two additional creatures. At 4th level and above, you can target three additional creatures. At 5th level and above, you can target four additional creatures. At 6th level and above, you can target five additional creatures. At 7th level and above, you can target six additional creatures. At 8th level and above, you can target seven additional creatures. At 9th level and above, you can target eight additional creatures.
Hex
Level 1 Enchantment
- Casting time:
- 1 bonus action
- Range:
- Medium · 90 feet
- Components:
- V, S, M (the petrified eye of a newt)
- Duration:
- Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can take a bonus action on a later turn to curse a new creature.
At higher levels Your concentration can last longer with a spell slot of level 2 (up to 4 hours), 3 to 4 (up to 8 hours), or 5+ (24 hours).
Hideous Laughter
Level 1 Enchantment
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a tart and a feather)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
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 At 2nd level and above, you can target one additional creature. At 3rd level and above, you can target two additional creatures. At 4th level and above, you can target three additional creatures. At 5th level and above, you can target four additional creatures. At 6th level and above, you can target five additional creatures. At 7th level and above, you can target six additional creatures. At 8th level and above, you can target seven additional creatures. At 9th level and above, you can target eight additional creatures.
Hold Monster
Level 5 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S, M (a straight piece of iron)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
At higher levels At 6th level and above, you can target one additional creature. At 7th level and above, you can target two additional creatures. At 8th level and above, you can target three additional creatures. At 9th level and above, you can target four additional creatures.
Hold Person
Level 2 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a straight piece of iron)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
At higher levels At 3rd level and above, you can target one additional humanoid. At 4th level and above, you can target two additional humanoids. At 5th level and above, you can target three additional humanoids. At 6th level and above, you can target four additional humanoids. At 7th level and above, you can target five additional humanoids. At 8th level and above, you can target six additional humanoids. At 9th level and above, you can target seven additional humanoids.
Holy Aura
Level 8 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a reliquary worth 1,000+ gm)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON
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.
Hunter’s Mark
Level 1 Divination
- Casting time:
- 1 bonus action
- Range:
- Medium · 90 feet
- Components:
- V
- Duration:
- Concentration, up to 1 hour
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 force damage to the target whenever you hit it with an attack roll. You also have advantage on any Wisdom (Perception or Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can take a bonus action to move the mark to a new creature you can see within range.
At higher levels Your concentration can last longer with a spell slot of level 3 to 4 (up to 8 hours) or 5+ (up to 24 hours).
Hurricane
Level 8 Ether-Rifting
- Casting time:
- 1 minute
- Range:
- Extreme · 1 mile
- Components:
- V, S, M (a vial of air from the upper atmosphere)
- Duration:
- Concentration, up to 1 hour
- Saving throw:
- STR · Half damage, not thrown, and not knocked Prone.
A storm builds over a point you can see within range and settles into a cylinder 1,000 feet in radius and 1,000 feet high. For the duration the area is heavily obscured, ranged attacks inside it fail, and unprotected flames go out. At the start of each of your turns, each creature in the area makes a Strength saving throw, taking 6d8 bludgeoning damage and being thrown 30 feet in a direction of your choice and knocked Prone on a failed save, or taking half as much damage and staying in place on a successful one. A flying creature that fails is thrown 60 feet instead. Structures in the area take 30 bludgeoning damage each round, and vehicles lighter than 10 tons are thrown with the creatures.
Hush
Enchantment cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- 1 round
- Saving throw:
- WIS · The creature can speak normally.
You put a finger to your lips. One creature you can see within range makes a Wisdom saving throw. On a failure it cannot speak or make a vocal sound until the end of its next turn, and it cannot cast a spell with a verbal component during that time. The creature knows you did this. A creature that does not communicate by sound is unaffected.
Hypnotic Pattern
Level 3 Illusion
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- S, M (a pinch of confetti)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
You create a twisting pattern of colors in a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Ice Knife
Level 1 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- S, M (a drop of water or a piece of ice)
- Duration:
- Instantaneous
- Saving throw:
- DEX
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels The cold damage increases by 1d6 for each spell slot level above 1.
Ice Storm
Level 4 Evocation
- Casting time:
- 1 action
- Range:
- Long · 300 feet
- Components:
- V, S, M (a mitten)
- Duration:
- Instantaneous
- Saving throw:
- DEX · half damage
Hail falls in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder makes a Dexterity saving throw. A creature takes 2d10 bludgeoning damage and 4d6 cold damage on a failed save or half as much damage on a successful one. Hailstones turn ground in the cylinder into difficult terrain until the end of your next turn.
At higher levels The bludgeoning damage increases by 1d10 for each spell slot level above 4.
Icicle
Level 1 Water-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
A shaft of supercooled water condenses in front of you and flies at a target. Make a ranged spell attack against one creature within range. On a hit, the target takes 3d8 cold damage, and its speed is reduced by 10 feet until the end of its next turn.
At higher levels When cast using a slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Identify
Level 1 Divination (ritual)
- Casting time:
- 1 minute
- Range:
- Melee · Touch
- Components:
- V, S, M (a pearl worth 100+ gm)
- Duration:
- Instantaneous
You touch an object throughout the spell's casting. 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.
Ignite
Molten-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Instantaneous
You force a sliver of Rift-bound heat into a small flammable object within range, such as a torch, a rag, or a fuse, and it catches instantly. Alternatively, you can hurl a focused thermal lance at a creature within range. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage. This spell's damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
The damage increases to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17.
Illusory Script
Level 1 Illusion (ritual)
- Casting time:
- 1 minute
- Range:
- Melee · Touch
- Components:
- S, M (ink worth 10+ gm, which the spell consumes)
- Duration:
- 10 days
You write on parchment, paper, or another suitable material and lay an illusion on it 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.
Immolation
Level 10 Sun-Rifting (ritual) (apex)
- Casting time:
- 1 hour (ritual)
- Range:
- Extreme · 10 miles
- Components:
- V, S, M (a sun-forge focus and three Tier V relic catalysts, all consumed)
- Duration:
- Permanent
Through an hour-long rite you draw a thread of stellar core through the Rift and collapse it onto a region you have surveyed. When the rite completes, an area up to 1 mile in radius is destroyed: every structure in it is reduced to slag and ash, and every unshielded creature in it dies. The site emits lethal radiant Rift energy for years afterward, and shielding of Tier IV or lower does not survive prolonged exposure. The rite is visible from orbit while it runs, and it always draws a response.
Imprisonment
Level 9 Abjuration
- Casting time:
- 1 minute
- Range:
- Close · 30 feet
- Components:
- V, S, M (a statuette of the target worth 5,000+ gm)
- Duration:
- Until dispelled
- Saving throw:
- WIS
You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport. Until the spell ends, the target is also affected by one of the following effects of your choice: Burial. The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe. Chaining. Chains firmly rooted in the ground hold the target in place. The target has the Restrained condition and can't be moved by any means. Hedged Prison. The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like. Minimus Containment. The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means. Slumber. The target has the Unconscious condition and can't be awoken. Ending the Spell. When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the GM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster. A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.
Incendiary Cloud
Level 8 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · half damage
A swirling cloud of embers and smoke fills a 20-foot-radius sphere centered on a point within range. The cloud's area is heavily obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it. When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the sphere moves into its space and when it enters the sphere or ends its turn there. A creature makes this save only once per turn. The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
Inflict Wounds
Level 1 Necromancy
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- CON · half damage
A creature you touch makes a Constitution saving throw, taking 2d10 necrotic damage on a failed save or half as much damage on a successful one.
At higher levels The damage increases by 1d10 for each spell slot level above 1.
Insect Plague
Level 5 Conjuration
- Casting time:
- 1 action
- Range:
- Long · 300 feet
- Components:
- V, S, M (a locust)
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- CON · half damage
Swarming locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere remains for the duration, and its area is lightly obscured and difficult terrain. When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
At higher levels The damage increases by 1d10 for each spell slot level above 5.
Instant Summons
Level 6 Conjuration (ritual)
- Casting time:
- 1 minute
- Range:
- Melee · Touch
- Components:
- V, S, M (a sapphire worth 1,000+ gm)
- Duration:
- Until dispelled
You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you cast this spell, you must use a different sapphire. Thereafter, you can take an action to speak the object's name and crush the sapphire. The object instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the object, crushing the sapphire doesn't transport it, but instead you learn who that creature is and where that creature is currently located.
Interdict
Level 10 Abjuration (apex)
- Casting time:
- 1 hour
- Range:
- Extreme · 1 mile
- Components:
- V, S, M (a foundation stone from a building that never fell, consumed)
- Duration:
- 1 year
You ward a place for 1 year. Within a 1-mile radius, no spell of 9th level or lower functions unless its caster is a creature you named when you cast the spell. No creature can teleport or travel between planes into or out of the area, and no divination effect can perceive the interior. Creatures inside have immunity to the Charmed and Frightened conditions. The ward has 500 hit points against dedicated attack and is otherwise indestructible. You cannot cast Interdict again until this one ends, and it ends if you die.
Inundation
Level 10 Water-Rifting (ritual) (apex)
- Casting time:
- 1 hour (ritual)
- Range:
- Extreme · 20 miles
- Components:
- V, S, M (a tide-stone keyed to the target coast and two Tier V tidal relics, all consumed)
- Duration:
- Permanent
Over an hour you anchor a rift to deep ocean and let it bleed. Seawater pours through in a sustained wall that drowns the lowlands of the targeted region under tens of feet of water. Coastal cities are inundated, rivers run backward, and low valleys become inland seas. The new shoreline does not recede. Inhabitants who have not evacuated when the rite completes are lost.
Invisibility
Level 2 Illusion
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (an eyelash in gum arabic)
- Duration:
- Concentration, up to 1 hour
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
At higher levels At 3rd level and above, you can target one additional creature. At 4th level and above, you can target two additional creatures. At 5th level and above, you can target three additional creatures. At 6th level and above, you can target four additional creatures. At 7th level and above, you can target five additional creatures. At 8th level and above, you can target six additional creatures. At 9th level and above, you can target seven additional creatures.
Ion Curtain
Level 6 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Long · 300 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · Half damage.
You charge a column of atmosphere into an ionized field with a 60-foot radius. The cylinder is heavily obscured and is difficult terrain for non-flying creatures. When a creature enters the field for the first time on a turn or starts its turn there, it makes a Dexterity saving throw, taking 6d8 lightning damage on a failed save or half as much on a successful one. Ranged attacks that pass through the field have disadvantage.
At higher levels When cast using a slot of 7th level or higher, recurring damage increases by 1d8 per slot level above 6th.
Iron Crown
Level 9 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a circlet of pure iron worth at least 10,000 gm, consumed)
- Duration:
- 1 hour
You conjure a great helm, full plate, and two weapons, one melee and one ranged, around a willing creature you touch, who can be yourself. For the duration, the crowned creature gains 100 temporary hit points, replacing any temporary hit points from another source if those are lower. Its AC becomes 22 if it is lower. It has a +3 bonus to attack rolls with the conjured weapons, using its existing proficiency. It has advantage on saving throws against being Charmed, Frightened, or compelled. When the duration ends, the regalia turns to inert filings. You can crown only one creature at a time. If you cast this spell again, the previous Iron Crown ends.
At higher levels Slot level 10: Cast as a capstone, the duration is 24 hours and the crowned creature gains 200 temporary hit points.
Iron Skin
Level 2 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
Filaments of conjured alloy weave through your skin and harden into flexible plating that moves with you. For the duration, your AC increases by 2 and you have resistance to slashing damage from non-magical sources. The plating is visible and gives your skin a dull metallic sheen, and a creature that can sense Rift-active material identifies the effect on sight. The plating dissolves into fine inert flakes if you are reduced to 0 hit points or your concentration ends.
At higher levels Slot level 4: You also have resistance to piercing damage from non-magical sources. Slot level 5: You also have resistance to piercing damage from non-magical sources. Slot level 6: You also have resistance to piercing and bludgeoning damage from non-magical sources. Slot level 7: You also have resistance to piercing and bludgeoning damage from non-magical sources. Slot level 8: You also have resistance to piercing and bludgeoning damage from non-magical sources. Slot level 9: You also have resistance to piercing and bludgeoning damage from non-magical sources.
Iron Storm
Level 6 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S, M (a handful of nails, ball bearings, or scrap)
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage.
You hurl a fistful of scrap into the air above a point you can see within range. The Rift multiplies it into a thousand metal fragments that fly outward in a spherical storm. Each creature within a 30-foot-radius sphere centered on that point makes a Dexterity saving throw, taking 10d8 piercing damage on a failed save or half as much on a successful one. Unsecured cloth, paper, and brittle materials in the area are shredded. The ground in the sphere is left covered in metal slivers and is difficult terrain until cleared.
At higher levels Slot level 7: The damage increases to 11d8. Slot level 8: The damage increases to 12d8 and the radius increases by 10 feet. Slot level 9: The damage increases to 13d8.
Irresistible Dance
Level 6 Enchantment
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place. On a failed save, the target has the Charmed condition for the duration. While Charmed, the target dances comically, must use 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 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.
Jet
Level 2 Water-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- STR · Half damage and not pushed.
You compress water into a stream and release it in a line 30 feet long and 5 feet wide. Each creature in the line makes a Strength saving throw, taking 3d8 bludgeoning damage and being pushed 10 feet away from you on a failed save, or half as much damage and not pushed on a successful one. The jet puts out fires smaller than a bonfire along its length.
At higher levels When cast using a slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Jump
Level 1 Transmutation
- Casting time:
- 1 bonus action
- Range:
- Melee · Touch
- Components:
- V, S, M (a grasshopper's hind leg)
- Duration:
- 1 minute
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
At higher levels At 2nd level and above, you can target one additional creature. At 3rd level and above, you can target two additional creatures. At 4th level and above, you can target three additional creatures. At 5th level and above, you can target four additional creatures. At 6th level and above, you can target five additional creatures. At 7th level and above, you can target six additional creatures. At 8th level and above, you can target seven additional creatures. At 9th level and above, you can target eight additional creatures.
Kindle
Level 4 Sun-Rifting
- Casting time:
- 1 bonus action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
You wrap yourself in sunlight. For the duration you shed bright light in a 30-foot radius, you have resistance to fire and cold damage, and your weapon attacks deal an extra 2d6 fire damage on a hit. Allies within 10 feet of you have advantage on saving throws against being Frightened. You cannot hide while the spell lasts.
At higher levels At 6th level and above the extra damage becomes 3d6.
Knock
Level 2 Transmutation
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V
- Duration:
- Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If the target is held shut by Arcane Lock, that spell is suppressed for 10 minutes, during which time the target can be opened and closed. When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
Lance
Level 5 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage.
You discharge a column of stellar plasma from your palm in a line 100 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 fire damage and 4d6 radiant damage on a failed save or half as much on a successful one. The line ignites unattended flammable objects and cuts a groove 1 foot deep in stone.
At higher levels When cast using a slot of 6th level or higher, the fire damage increases by 1d6 for each slot level above 5th.
Latch
Level 4 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- 1 hour
- Saving throw:
- DEX · weapons not jammed
You reach into a mechanism and fix it in position. Seal or open one door, hatch, lock, restraint, or weapon action within range for the duration. A sealed mechanism has AC 20 and 60 hit points against attempts to force it, and overriding it takes a DC 20 Technology check. Alternatively, you can jam every firearm on one creature you can see. That creature makes a Dexterity saving throw to prevent this, and clearing the jam takes an action per weapon.
At higher levels Slot level 5: You can affect one additional mechanism or creature for each slot level above 4th.
Lava Field
Level 8 Molten-Rifting
- Casting time:
- 1 action
- Range:
- Long · 300 feet
- Components:
- V, S, M (a crucible shard)
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- DEX · The creature is not Restrained.
The ground across a 60-foot radius softens to slag. The area is difficult terrain, and a creature that starts its turn in it takes 4d10 fire damage. A creature that enters the area for the first time on a turn makes a Dexterity saving throw or sinks to its knees and is Restrained until it escapes with a DC 15 Strength check. Nonmagical metal left in the slag for a full round is ruined. When the spell ends, the slag cools over 1 minute into rough stone, and a creature still Restrained in it when it sets remains held until the stone is broken.
Legend Lore
Level 5 Divination
- Casting time:
- 10 minutes
- Range:
- Melee · Self
- Components:
- V, S, M (incense worth 250+ gm, which the spell consumes, and four ivory strips worth 50+ gm each)
- Duration:
- Instantaneous
Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the GM. The lore can consist of important details, amusing revelations, or even secret lore that has never been widely known. The more information you already know about the thing, the more detailed the information you receive is. That information is accurate but can be couched in figurative language or poetry, as determined by the GM. If the famous thing you chose isn't actually famous, you hear sad musical notes played on a trombone, and the spell fails.
Lesser Restoration
Level 2 Abjuration
- Casting time:
- 1 bonus action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Instantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Levitate
Level 2 Transmutation
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a metal spring)
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- CON
One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take an action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.
Light
Evocation cantrip
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, M (a firefly or phosphorescent moss)
- Duration:
- 1 hour
You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, 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. Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Lightning Bolt
Level 3 Evocation
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a bit of fur and a crystal rod)
- Duration:
- Instantaneous
- Saving throw:
- DEX · half damage
A stroke of lightning forming a 100-foot-long, 5-foot-wide line blasts out from you in a direction you choose. Each creature in the line makes a Dexterity saving throw, taking 8d6 lightning damage on a failed save or half as much damage on a successful one.
At higher levels The damage increases by 1d6 for each spell slot level above 3.
Locate Animals or Plants
Level 2 Divination (ritual)
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (fur from a bloodhound)
- Duration:
- Instantaneous
Describe or name a specific kind of beast, plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Locate Creature
Level 4 Divination
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (fur from a bloodhound)
- Duration:
- Concentration, up to 1 hour
Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest creature of a specific kind (such as a human or a unicorn) if you have seen such a creature up close, within 30 feet, at least once. If the creature you described or named is in a different form, such as under the effects of a Flesh to Stone or Polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if any thickness of lead blocks a direct path between you and the creature.
Locate Object
Level 2 Divination
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a forked twig)
- Duration:
- Concentration, up to 10 minutes
Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you if you have seen it up close, within 30 feet, at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.
Lodestone
Level 7 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- STR · Speed halved; no damage; not restrained.
You fill a 60-foot-radius sphere centered on a point you can see within range with a Rift-anchored magnetic field. For the duration, each creature wearing medium or heavy metal armor in the sphere makes a Strength saving throw at the start of its turn. On a failed save, the creature is Restrained until the start of its next turn, because its armor is pinned to the nearest large ferrous surface. On a successful save, its speed is halved until the start of its next turn. Unsecured ferrous objects in the sphere weighing up to 1,000 pounds, including most ground vehicles and small craft, are pulled toward its center at 60 feet per round. A piloted vehicle can resist the pull by winning a contested vehicle-handling check, made at disadvantage. A creature that failed its save also takes 12d8 bludgeoning damage from the field's torsion the first time it enters the area on a turn or starts its turn there.
At higher levels Slot level 8: The damage increases to 13d8 and the weight limit doubles. Slot level 9: The damage increases to 14d8.
Longstrider
Level 1 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a pinch of dirt)
- Duration:
- 1 hour
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At higher levels At 2nd level and above, you can target one additional creature. At 3rd level and above, you can target two additional creatures. At 4th level and above, you can target three additional creatures. At 5th level and above, you can target four additional creatures. At 6th level and above, you can target five additional creatures. At 7th level and above, you can target six additional creatures. At 8th level and above, you can target seven additional creatures. At 9th level and above, you can target eight additional creatures.
Maelstrom
Level 9 Water-Rifting
- Casting time:
- 1 action
- Range:
- Long · 1,000 feet
- Components:
- V, S, M (an iron compass needle, which the spell consumes)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- STR · Half damage and not pulled.
A vortex of black seawater 60 feet across opens at a point you choose within range and drags the battlefield inward. When the vortex appears and at the start of each of your turns, each creature in the area makes a Strength saving throw, taking 20d6 bludgeoning damage, being pulled 20 feet toward the center, and being knocked Prone on a failed save, or taking half as much damage and staying in place on a successful one. A creature pulled into the center is submerged and begins Suffocating. The area is difficult terrain.
Mage Armor
Level 1 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a piece of cured leather)
- Duration:
- 8 hours
You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
Mage Hand
Conjuration cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As an action on your later turns, you can control the hand in this way again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds.
Magic Circle
Level 3 Abjuration
- Casting time:
- 1 minute
- Range:
- Close · 10 feet
- Components:
- V, S, M (salt and powdered silver worth 100+ gm, which the spell consumes)
- Duration:
- 1 hour
- Saving throw:
- CHA
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways: The creature can't willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The creature has disadvantage on attack rolls against targets within the cylinder. Targets within the cylinder can't be Possessed by or gain the Charmed or Frightened condition from the creature. Each time you cast this spell, you can cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
At higher levels The duration increases by 1 hour for each spell slot level above 3.
Magic Jar
Level 6 Necromancy
- Casting time:
- 1 minute
- Range:
- Melee · Self
- Components:
- V, S, M (a gem, crystal, or reliquary worth 500+ gm)
- Duration:
- Until dispelled
- Saving throw:
- CHA
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or take reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoid's body. You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a Protection from Evil and Good or Magic Circle spell cannot be Possessed). The target makes a Charisma saving throw. On a failed save, your soul enters the target's body, and the target's soul becomes trapped in the container. On a successful save, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours. Once you possess a creature's body, you control it. Your hit points, hit point dice, Strength, Dexterity, Constitution, speed, and senses are replaced by the creature's. You otherwise keep your game statistics. Meanwhile, the Possessed creature's soul can perceive from the container using its own senses, but it can't move and it is Incapacitated. While possessing a body, you can take an action to return from the host body to the container if it is within 100 feet of you, returning the host creature's soul to its body. If the host body dies while you're in it, the creature dies, and you make a Charisma saving throw against your own spell save DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die. If the container is destroyed or the spell ends, your soul returns to your body. If your body is more than 100 feet away from you or if your body is dead, you die. If another creature's soul is in the container when it is destroyed, the creature's soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies. When the spell ends, the container is destroyed.
Magic Missile
Level 1 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Instantaneous
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels The spell creates one more dart for each spell slot level above 1.
Magic Mouth
Level 2 Illusion (ritual)
- Casting time:
- 1 minute
- Range:
- Close · 30 feet
- Components:
- V, S, M (jade dust worth 10+ gm, which the spell consumes)
- Duration:
- Until dispelled
You implant a message in an object within range. The object speaks the message when a trigger you set is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you can instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Magic Weapon
Level 2 Transmutation
- Casting time:
- 1 bonus action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- 1 hour
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
At higher levels The bonus increases to +2 with a spell slot of level 3 to 5. The bonus increases to +3 with a spell slot of level 6 or higher.
Magnificent Mansion
Level 7 Conjuration
- Casting time:
- 1 minute
- Range:
- Long · 300 feet
- Components:
- V, S, M (a miniature door worth 15+ gm)
- Duration:
- 24 hours
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. 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 can 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.
Major Image
Level 3 Illusion
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a bit of fleece)
- Duration:
- Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and temperature appropriate to the thing depicted, but it can't deal damage or cause conditions. If you are within range of the illusion, you can take an 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. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, for things can pass through it. A creature that takes a Study 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, and its other sensory qualities become faint to the creature.
At higher levels The spell lasts until dispelled, without requiring concentration, if cast with a level 4+ spell slot.
Mantle
Level 10 Molten-Rifting (ritual) (apex)
- Casting time:
- 1 hour (ritual)
- Range:
- Extreme · Special
- Components:
- V, S, F, M (A Tier V Molten-class core, a quantity of refined Rift-iron equal to the caster's weight, and a willing creature's lifelong vocation surrendered as catalyst.)
- Duration:
- Permanent (years)
You graft a planet's mantle to a Rift-tap and force the wound open. A region of up to fifty square miles becomes a permanent molten zone. Surface temperatures kill unshielded life, magma fields and slag plains replace the prior landscape, and any settlement in the area is destroyed. The zone stays active for years and can be sealed only by an equal-tier ritual. The local biome does not return within a generation. Your skin permanently bears a heat mark from the working, and you take ongoing fire damage if you enter the zone.
Martyrdom
Level 9 Evocation
- Casting time:
- 1 reaction, which you take when you are reduced to 0 hit points
- Range:
- Close · 30 feet
- Components:
- V
- Duration:
- Instantaneous
- Saving throw:
- CON · Half damage.
You release what is left of your life as a wave of force. Each creature of your choice within range makes a Constitution saving throw, taking 16d8 force damage on a failed save or half as much on a successful one. A creature reduced to 0 hit points by this spell dies. You then die, and your body is consumed. You cannot be restored to life by any means short of a Wish or a Tier V working. Any lesser attempt to restore you fails, and the creature making it learns that you cannot be returned.
Mass Cure Wounds
Level 5 Abjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
A wave of healing energy washes out from a point you can see 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 plus your spellcasting ability modifier.
At higher levels The healing increases by 1d8 for each spell slot level above 5.
Mass Heal
Level 9 Abjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
A flood of healing energy flows from you into 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 also have the Blinded, Deafened, and Poisoned conditions removed from them.
Mass Healing Word
Level 3 Abjuration
- Casting time:
- 1 bonus action
- Range:
- Medium · 60 feet
- Components:
- V
- Duration:
- Instantaneous
Up to six creatures of your choice that you can see within range regain hit points equal to 2d4 plus your spellcasting ability modifier.
At higher levels The healing increases by 1d4 for each spell slot level above 3.
Mass Suggestion
Level 6 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, M (a snake's tongue)
- Duration:
- 24 hours
- Saving throw:
- WIS
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 can say, "Walk to the village down that road, and help the villagers there harvest crops until sunset." Or you can 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 duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).
Maze
Level 8 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. 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. When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
Meld into Stone
Level 3 Transmutation (ritual)
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- 8 hours
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. No part of you remains visible or otherwise detectable by nonmagical senses. While merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use 5 feet of movement to leave the stone where you entered it, which ends the spell. You otherwise can't move. Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 force damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 force damage to you. If expelled, you move into an unoccupied space closest to where you first entered and have the Prone condition.
Mending
Transmutation cantrip
- Casting time:
- 1 minute
- Range:
- Melee · Touch
- Components:
- V, S, M (two lodestones)
- Duration:
- Instantaneous
This spell repairs a single break or tear in an object you touch, such as a 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, but it can't restore magic to such an object.
Message
Transmutation cantrip
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- S, M (a copper wire)
- Duration:
- 1 round
You point toward a creature within range and 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 is blocked by magical silence, by 1 foot of stone, metal, or wood, or by a thin sheet of lead.
Meteor Swarm
Level 9 Evocation
- Casting time:
- 1 action
- Range:
- Extreme · 1 mile
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · half damage
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery sphere is affected only once. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.
Millpond
Level 9 Water-Rifting
- Casting time:
- 1 action
- Range:
- Long · 1,000 feet
- Components:
- V, S, M (a vial of water from three different seas)
- Duration:
- Concentration, up to 1 hour
You hold a body of water still. Choose a volume of water up to 1,000 feet across within range. For the duration it does not flow, wave, or drain, and it bears weight as though it were solid ground, so creatures and vehicles cross its surface at normal speed. As a bonus action you can shape the held water into walls, stairs, or channels, and each shape holds until you change it. A creature submerged when the spell is cast is Restrained and begins Suffocating unless it can breathe water. When the spell ends the water moves again at once, and anything it was holding up falls.
Mind Blank
Level 8 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- 24 hours
Until the spell ends, one willing creature you touch has immunity to psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spell, Wish included, can gather information about the target, observe it remotely, or control its mind.
Mind Bond
Level 2 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- S
- Duration:
- Concentration, up to 1 hour
You open a two-way link between yourself and one willing creature you touch. For the duration you can exchange words and images at any distance on the same plane, without speaking and without being overheard. Neither of you can read anything the other does not send. If either of you falls Unconscious, the other feels the link stop.
At higher levels Slot level 3: You can link one additional willing creature for each slot level above 2nd.
Mind Spike
Level 2 Divination
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- S
- Duration:
- Concentration, up to 1 hour
- Saving throw:
- WIS · half damage
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the Invisible condition, it gains no benefit from that condition against you.
At higher levels At 3rd level and above, the damage increases to 4d8. At 4th level and above, the damage increases to 5d8. At 5th level and above, the damage increases to 6d8. At 6th level and above, the damage increases to 7d8. At 7th level and above, the damage increases to 8d8. At 8th level and above, the damage increases to 9d8. At 9th level and above, the damage increases to 10d8.
Minor Illusion
Illusion cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S, M (a bit of fleece)
- Duration:
- 1 minute
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature 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 illusion becomes faint to the creature. Sound. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. Image. If you create an image of an object, such as a chair, muddy footprints, or a small chest, it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
Mirage Arcane
Level 7 Illusion
- Casting time:
- 10 minutes
- Range:
- Extreme · Sight
- Components:
- V, S
- Duration:
- 10 days
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road can be made to resemble a swamp, hill, crevasse, or some other rough 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. Similarly, you can alter the appearance of structures or add them where none are present. The spell doesn't disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spell's area disappears immediately. Creatures with truesight can see through the illusion to the terrain's true form. All other elements of the illusion remain, so while the creature is aware of the illusion's presence, it can still physically interact with the illusion.
Mire
Level 1 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- S
- Duration:
- 1 minute
- Saving throw:
- STR · The creature can move normally this turn.
The ground in a 20-foot square you choose within range turns to deep mud. The area is difficult terrain. A creature that enters the area or starts its turn there makes a Strength saving throw. On a failure its speed is 0 until the start of its next turn. When the spell ends the ground sets again, and a creature still in it is Restrained until it succeeds on a Strength (Athletics) check against your spell save DC. The spell has no effect on metal decking or stone floor.
At higher levels Slot level 2: The square grows by 10 feet on a side for each slot level above 1st.
Mirror Image
Level 2 Illusion
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it has the Blinded condition, blindsight, or truesight.
Mislead
Level 5 Illusion
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- S
- Duration:
- Concentration, up to 1 hour
You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell. As an action, you can move the illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. It is intangible and invulnerable. You can see through its eyes and hear through its ears as if you were located where it is.
Mist
Water-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- 1 minute
You condense the moisture in the air into a low, drifting fog. A 10-foot-radius sphere of mist forms at a point you can see within range. The area is lightly obscured. Wind of 10 miles per hour or more disperses the mist in 1 round.
Level 5: The radius increases to 15 feet. Level 11: The radius increases to 20 feet. Level 17: The radius increases to 25 feet.
Misty Step
Level 2 Conjuration
- Casting time:
- 1 bonus action
- Range:
- Melee · Self
- Components:
- V
- Duration:
- Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Modify Memory
Level 5 Enchantment
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has advantage on the save. On a failed save, the target has the Charmed condition for the duration. While Charmed in this way, the target also has the Incapacitated condition and is unaware of its surroundings, though it can hear you. If it takes any damage or is targeted by another spell, this spell ends, and no memories are modified. While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event's details, or create a memory of some other event. You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you finish describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends. A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The GM can deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.
At higher levels Slot level 6: You can alter the target's memories of an event that took place up to 7 days ago. Slot level 7: You can alter the target's memories of an event that took place up to 30 days ago. Slot level 8: You can alter the target's memories of an event that took place up to 365 days ago. Slot level 9: You can alter the target's memories of an event that took place at any time in the creature's past.
Moonbeam
Level 2 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a moonseed leaf)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON · half damage
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder, and you can take an action on later turns to move the cylinder up to 60 feet. When the cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.
At higher levels The damage increases by 1d10 for each spell slot level above 2.
Mortar
Earth-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- S
- Duration:
- Instantaneous
You shape a small amount of stone or dust into a form it would not otherwise hold. Seal a hairline crack, fuse a handful of gravel into one lump, mark a surface with a line that does not weather, or set a piton into rock without hammering it. No object you make this way bears more than 50 pounds.
Move Earth
Level 6 Transmutation
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a miniature shovel)
- Duration:
- Concentration, up to 2 hours
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can't exceed half the area's largest dimension. For example, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square's elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. Because the terrain's transformation occurs slowly, creatures in the area can't usually be trapped or injured by the ground's movement. At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect within range. This spell can't manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it can collapse. Similarly, this spell doesn't directly affect plant growth, and plants on the moved earth move with it.
Mutiny
Level 3 Enchantment
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS · The creature is unaffected.
One creature you can see within range makes a Wisdom saving throw. On a failed save, it treats the ally nearest to it as an enemy and you as that ally's commander, and it must use its action on each of its turns to attack that ally if it can. It repeats the save at the end of each of its turns and whenever it takes damage from a source other than the ally it is attacking, ending the spell on itself on a success. When the spell ends, the creature knows what was done to it and who did it.
At higher levels When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other.
Nimbus
Level 4 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · Half damage.
You condense a charged cloud at a point within range. The cloud fills a 20-foot-radius sphere, and the area inside it is lightly obscured. When a creature enters the cloud for the first time on a turn, or starts its turn there, it makes a Dexterity saving throw, taking 4d8 lightning damage on a failed save or half as much on a successful one. As a bonus action on a later turn, you can move the cloud up to 30 feet.
At higher levels When cast using a slot of 5th level or higher, recurring damage increases by 1d8 per slot level above 4th.
Nondetection
Level 3 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a pinch of diamond dust worth 25+ gm, which the spell consumes)
- Duration:
- 8 hours
For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or perceived through magical scrying sensors.
Noon
Level 4 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
You raise a hard, flat light in a 30-foot radius centered on a point you choose within range. Within the light, illusions of 3rd level or lower are suppressed, Invisible creatures are visible, and shapechanged creatures appear in their true form. Creatures in the light have disadvantage on Deception checks. Undead and creatures with sunlight sensitivity take 3d8 radiant damage when the light rises and at the start of each of their turns inside it.
At higher levels Slot level 5: The radius increases by 10 feet for each slot level above 4th.
Nova
Level 9 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Extreme · 1 mile
- Components:
- V, S, M (a meteorite shard worth at least 1,000 gm, which the spell consumes)
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage.
You tear a piece from a dying star and bring it down on a point you can see or accurately designate within range. Each creature within 40 feet of the impact makes a Dexterity saving throw, taking 12d6 fire damage and 8d6 force damage on a failed save or half as much on a successful one. Structures in the area that are not warded against orbital energy take maximum damage. The crater glows for 24 hours and is difficult terrain.
Oath
Level 7 Enchantment
- Casting time:
- 1 minute
- Range:
- Close · 30 feet
- Components:
- V, S, M (a coin the target has handled, which blackens)
- Duration:
- 30 days
- Saving throw:
- WIS · The creature acts freely for one day.
You bind one willing or Charmed creature to a single instruction that you state in no more than twenty words. The creature knows it is bound and by whom. At the end of each day, the creature makes a Wisdom saving throw. On a failed save, it spends that day pursuing the instruction as well as it understands it. On a successful save, it acts freely that day and the spell does not end. The instruction cannot require the creature to harm itself. If the creature finds the instruction abhorrent, it has advantage on each save.
Omen
Level 4 Ether-Rifting (ritual)
- Casting time:
- 1 minute
- Range:
- Melee · Self
- Components:
- V, F
- Duration:
- Instantaneous
You put a question to the field and take what comes back. Ask one question about a specific course of action you intend to take within the next hour. The GM replies with one of: favorable, unfavorable, both, or nothing. A result of nothing means the Ether gave no answer and tells you nothing about whether the action is safe. If you cast this spell again before you finish a long rest, there is a cumulative 25 percent chance for each additional casting that the answer is random, and you are not told when it is.
Oracle
Level 8 Divination
- Casting time:
- 1 hour
- Range:
- Melee · Self
- Components:
- V, S, M (incense and a bowl of still water worth 250 gm, consumed)
- Duration:
- Instantaneous
You ask a question about a specific course of action to be taken within the next 30 days and receive a truthful answer. The answer names the most likely outcome and one condition that would change it. The GM gives the answer in plain language. If you cast Oracle more than once before finishing a long rest, each casting after the first has a cumulative 25 percent chance of returning an answer that was true when you asked the Rift and is no longer true, with no sign that it has gone stale.
Overload
Level 2 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- Instantaneous
- Saving throw:
- CON · no effect on carried or installed systems
You push more current into a device than it was built to carry. Choose one machine, weapon, augment, or powered system you can see within range. If it is unattended, it is disabled for 1 minute with no saving throw. If a creature is carrying it or has it installed, that creature makes a Constitution saving throw, and the effect is prevented on a successful one. Constructs and creatures with installed cybernetics that fail the save also take 3d8 lightning damage and gain the Overcharged condition.
At higher levels The damage increases by 1d8 for each slot level above 2.
Panoply
Level 7 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 1 hour
You conjure a suit of plate around each of up to three willing creatures within range. A creature wearing it has AC 19 if its AC is lower, resistance to one damage type of its choice made at casting, and no proficiency requirement or Stealth penalty. The plate is featureless and identical on every wearer, so the creatures wearing it cannot be told apart by their gear.
At higher levels Slot level 8: You can equip one additional creature for each slot level above 7th.
Partition
Level 7 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
You stand a sheet of compacted Ether on edge within range, up to 60 feet long and 20 feet high. The wall is transparent and immobile. Matter, spells, and line of effect do not cross it in either direction. It has no hit points and cannot be attacked. It ends when your concentration ends, or when Sever or a comparable effect of 7th level or higher is used on it. A creature in the wall's space when it forms is pushed to the side you choose.
Pass without Trace
Level 2 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (ashes from burned mistletoe)
- Duration:
- Concentration, up to 1 hour
You radiate a concealing aura in a 30-foot emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
Passwall
Level 5 Transmutation
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a pinch of sesame seeds)
- Duration:
- 1 hour
A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Patch
Level 2 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- S, F
- Duration:
- Instantaneous
You reach into a damaged mechanism, such as a rifle, a door, or a person built in a foundry, and put its structure back where it was. A construct, a Riftwork, or an installed cybernetic regains 3d8 + your spell ability modifier hit points. Alternatively, you can repair one broken non-magical object no larger than 10 feet in any dimension, or restore one damaged cybernetic augment to working order.
At higher levels The healing increases by 1d8 for each slot level above 2.
Pebble
Earth-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- Instantaneous
You pull a fist-sized stone from the ground or the matter around you and snap it at a target. Make a ranged spell attack against one creature or object within range. On a hit, the target takes 1d6 bludgeoning damage. You can instead use the spell to shape loose stone or soil within reach into a simple object no larger than 1 cubic foot, such as a cup, a wedge, or a handle.
The damage increases to 2d6 at level 5, 3d6 at level 11 and 4d6 at level 17.
Permafrost
Level 7 Water-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- CON · Half damage and not Restrained.
You take the heat out of a 30-foot-radius sphere centered on a point you choose within range, all at once. Each creature in the area makes a Constitution saving throw, taking 10d8 cold damage and being Restrained in ice on a failed save, or half as much damage and not Restrained on a successful one. A Restrained creature, or an ally adjacent to it, can use an action to make a Strength (Athletics) check against DC 18 to break it free. Standing water in the area freezes solid to a depth of 3 feet, and unsealed machinery seizes.
At higher levels Slot level 8: The damage increases to 11d8. Slot level 9: The damage increases to 12d8.
Phantasm
Level 3 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
You create an illusion inside a 20-foot cube within range: a squad, a bulkhead, a fire, or a drop where the floor is solid. The image includes sound, smell, and temperature, and as a bonus action you can move it within the cube. Anything that touches the image passes through it. A creature that uses its action to examine the image makes an Intelligence (Investigation) check against your spell save DC, and on a success it sees the illusion for what it is and thereafter sees faintly through it.
At higher levels Slot level 4: The cube grows by 10 feet on a side for each slot level above 3rd. At 6th level and above the illusion no longer requires concentration and lasts 1 hour.
Phantasmal Force
Level 2 Illusion
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a bit of fleece)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- INT
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli. The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall. An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Phantasmal Killer
Level 4 Illusion
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS · half damage
You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 psychic damage and has disadvantage on ability checks and attack rolls for the duration. On a successful save, the target takes half as much damage, and the spell ends. For the duration, the target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes the psychic damage again. On a successful save, the spell ends.
At higher levels The damage increases by 1d10 for each spell slot level above 4.
Phantom Steed
Level 3 Illusion (ritual)
- Casting time:
- 1 minute
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 1 hour
A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed. For the duration, you or a creature you choose can ride the steed. The steed uses the Riding Horse stat block (see its entry under Creatures), except it has a speed of 100 feet and can travel 13 miles in an hour. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends early if the steed takes any damage.
Pillar
Level 8 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Long · 1,000 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage.
You pull a vertical column of charge from the upper atmosphere down onto a single point. Choose a primary target within range. The primary target must make a Dexterity saving throw, taking 12d10 lightning damage on a failed save or half as much on a successful one. Each other creature within 20 feet of the primary target must make the same save, taking 8d8 lightning damage on a failed save or half as much on a successful one. Unprotected structures in the impact area are destroyed.
At higher levels Slot level 9: The damage increases to 13d10.
Planar Ally
Level 6 Conjuration
- Casting time:
- 10 minutes
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though the GM can send a different creature anyway. When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in exchange for payment, but it isn't obliged to do so. The requested task can range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services. Payment can take a variety of forms. A celestial can require a sizable donation of gold or magic items to an allied temple, while a fiend can demand a living sacrifice or a gift of treasure. Some creatures exchange their service for a quest undertaken by you. A task that can be measured in minutes requires a payment worth 100 gm per minute. A task measured in hours requires 1,000 gm per hour. And a task measured in days (up to 10 days) requires 10,000 gm per day. The GM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment can be halved or even waived. Nonhazardous tasks require only half the suggested payment, while especially dangerous tasks can require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.
Planar Binding
Level 5 Abjuration
- Casting time:
- 1 hour
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a jewel worth 1,000+ gm, which the spell consumes)
- Duration:
- 24 hours
- Saving throw:
- CHA
You attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (A common method is to summon the creature into the center of the inverted version of the Magic Circle spell to trap it while this spell is cast.) At the completion of the casting, the target must succeed on a Charisma saving throw or be bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell. A bound creature must follow your commands to the best of its ability. You can command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your commands to achieve its own objectives. If the creature completes your commands before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
At higher levels The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
Plane Shift
Level 7 Conjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a forked, metal rod worth 250+ gm and attuned to a plane of existence)
- Duration:
- Instantaneous
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as a specific city on the Plane of Ignis or palace on the second level of the Nine Hells, and you appear in or near that destination, as determined by the GM. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
Plant Growth
Level 3 Transmutation
- Casting time:
- Action (Overgrowth) or 8 hours (Enrichment)
- Range:
- Medium · 150 feet
- Components:
- V, S
- Duration:
- Instantaneous
This spell fills plants with vitality. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below. Overgrowth. All normal plants in a 100-foot-radius sphere centered on a point within range 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.
Plasma Bolt
Level 1 Molten-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
You compress a sliver of superheated Rift matter into a narrow lance and hurl it at a target. Make a ranged spell attack. On a hit, the target takes 3d8 plasma damage, and any unprotected flammable material it is wearing or carrying ignites.
At higher levels When cast using a slot of 2nd level or higher, damage increases by 1d8 per slot level above 1st.
Plasmoid
Level 7 Molten-Rifting
- Casting time:
- 1 action
- Range:
- Long · 300 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · Half damage.
You ignite a cell of unstable plasma at a point within range. The cell fills a cylinder with a 40-foot radius. Each creature in the area when it forms makes a Dexterity saving throw, taking 12d8 plasma damage on a failed save or half as much on a successful one. On each of your later turns, you can use a bonus action to force every creature in the area to repeat the save, taking 6d8 plasma damage on a failed save or half as much on a successful one.
At higher levels Slot level 8: The damage increases to 13d8. Slot level 9: The damage increases to 14d8.
Poison Spray
Necromancy cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Instantaneous
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 poison damage.
The damage increases to 2d12 at level 5, 3d12 at level 11 and 4d12 at level 17.
Polish
Metal-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- S
- Duration:
- Instantaneous
You lay a hand on a metal object no larger than a longsword and send a small pulse of Metal-Rifting into it. Choose one effect: restore the object to a mirror polish (removing tarnish, soot, and surface grime), smooth out a single dent or burr up to a quarter inch deep, or briefly raise a buried marking, such as a serial number, a maker's stamp, or an erased inscription, back to legibility for one minute. The spell does not repair structural damage, change the alloy, or work on objects under active magical concealment.
At 5th level and above, you can affect an object up to the size of a breastplate. At 11th level and above, you can affect an object up to the size of a small vehicle hull panel. At 17th level and above, the legibility effect for raised markings becomes permanent.
Polymorph
Level 4 Transmutation
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a caterpillar cocoon)
- Duration:
- Concentration, up to 1 hour
- Saving throw:
- WIS
You attempt to transform a creature that you can see within range into a beast. The target must succeed on a Wisdom saving throw or shape-shift into a beast form for the duration. That form can be any beast you choose that has a Power Rating equal to or less than the target's (or the target's level if it doesn't have a Power Rating). The target's game statistics are replaced by the stat block of the chosen beast, but the target retains its alignment, personality, creature type, hit points, and hit point Dice. See the beast entries under Creatures for sample stat blocks. The target gains a number of temporary hit points equal to the hit points of the beast form. These temporary hit points vanish if any remain when the spell ends. The spell ends early on the target if it has no temporary hit points left. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.
Portal
Level 10 Conjuration (apex)
- Casting time:
- 1 hour
- Range:
- Close · 30 feet
- Components:
- V, S, M (a key that has opened something it should not have, consumed)
- Duration:
- Permanent
You cut a permanent doorway between the point you touch and a location you have visited on any plane. The door is 10 feet wide and 20 feet tall, opens on both sides, and admits anything that fits. It appears on both ends as an arch of still air. You name up to twenty creatures that can pass through it, and anyone else who tries is stopped as though by a wall. Closing the door permanently requires the same casting at either end. Eventually something comes through the door unbidden, and the GM decides what it is.
Power Word Heal
Level 9 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V
- Duration:
- Instantaneous
A wave of healing energy washes over one creature you can see within range. The target regains all its hit points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Prone condition, it can use its reaction to stand up.
Power Word Kill
Level 9 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V
- Duration:
- Instantaneous
You compel one creature you can see within range to die. If the target has 100 hit points or fewer, it dies. Otherwise, it takes 12d12 psychic damage.
Power Word Stun
Level 8 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V
- Duration:
- Instantaneous
- Saving throw:
- CON
You overwhelm the mind of one creature you can see within range. If the target has 150 hit points or fewer, it has the Stunned condition. Otherwise, its speed is 0 until the start of your next turn. The Stunned target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.
Prayer of Healing
Level 2 Abjuration
- Casting time:
- 10 minutes
- Range:
- Close · 30 feet
- Components:
- V
- Duration:
- Instantaneous
Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a short rest and also regain 2d8 hit points. A creature can't be affected by this spell again until that creature finishes a long rest.
At higher levels The healing increases by 1d8 for each spell slot level above 2.
Prescience
Level 9 Ether-Rifting
- Casting time:
- 1 minute
- Range:
- Melee · Self
- Components:
- V, S, M (an unbroken hour of your own memory, given up permanently)
- Duration:
- 8 hours
You extend your perception a few seconds forward. For the duration you cannot be surprised, you have advantage on attack rolls, ability checks, and saving throws, and other creatures have disadvantage on attack rolls against you. Casting the spell costs you one hour of memory that does not come back. You know that the hour is missing but not what it held. Casting this spell again before you finish a long rest ends the earlier casting.
Presence
Level 4 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- WIS · Not Charmed.
You become the focus of attention in a space. Each creature of your choice within 30 feet of you makes a Wisdom saving throw or is Charmed by you for the duration, and regards you as someone whose presence there is expected. If you or your allies attack a Charmed creature, the spell ends for all of them. The spell does not make anyone forget what they saw afterward.
At higher levels At 6th level and above the spell no longer requires concentration and lasts 1 hour.
Prestidigitation
Transmutation cantrip
- Casting time:
- 1 action
- Range:
- Close · 10 feet
- Components:
- V, S
- Duration:
- Up to 1 hour
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
Prismatic Spray
Level 7 Evocation
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · half damage
Eight rays of light flash from you in a 60-foot cone. Each creature in the cone makes a Dexterity saving throw. For each target, roll 1d8 and consult the Prismatic Rays table to determine which color ray affects it.
Prismatic Rays | 1d8 | Ray |
| 1 | Red. Failed save: 12d6 fire damage. Successful save: half as much damage. |
| 2 | Orange. Failed save: 12d6 acid damage. Successful save: half as much damage. |
| 3 | Yellow. Failed save: 12d6 lightning damage. Successful save: half as much damage. |
| 4 | Green. Failed save: 12d6 poison damage. Successful save: half as much damage. |
| 5 | Blue. Failed save: 12d6 cold damage. Successful save: half as much damage. |
| 6 | Indigo. Failed save: the target has the Restrained condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the Petrified condition until it is freed by an effect like the Greater Restoration spell. The successes and failures needn't be consecutive. Keep track of both until the target collects three of a kind. |
| 7 | Violet. Failed save: the target has the Blinded condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (GM's choice). |
| 8 | Special. The target is struck by two rays. Roll twice, rerolling any 8. |
Prismatic Wall
Level 9 Abjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- 10 minutes
- Saving throw:
- CON · half damage
A wall of layered light forms on a point within range, up to 90 feet long, 30 feet high, and 1 inch thick, or shaped as a globe up to 30 feet across. If the wall would appear in a space a creature occupies, the spell fails. It sheds bright light out to 100 feet and dim light for 100 feet beyond that. You and creatures you name when you cast the spell pass through it and stand beside it unharmed.
A creature that can see the wall and moves within 20 feet of it, or starts its turn there, makes a Constitution saving throw or is Blinded for 1 minute. A creature that reaches into or passes through the wall crosses every layer in order, and each layer forces a Dexterity saving throw against the effect listed on the Prismatic Layers table.
The wall has AC 10 and is destroyed one layer at a time, red first and violet last, each by the means its row names. A destroyed layer does not return. Antimagic Field has no effect on the wall, and Dispel Magic affects only the violet layer.
Prismatic Layers | Layer | Failed save | Successful save | Destroyed by |
| Red | 12d6 fire damage | Half damage | 25 cold damage. Nonmagical ranged attacks cannot pass this layer. |
| Orange | 12d6 acid damage | Half damage | A strong wind, such as Gust of Wind. Magical ranged attacks cannot pass this layer. |
| Yellow | 12d6 lightning damage | Half damage | 60 force damage. |
| Green | 12d6 poison damage | Half damage | Passwall, or another spell of equal or higher level that opens a portal in a solid surface. |
| Blue | 12d6 cold damage | Half damage | 25 fire damage. |
| Indigo | Restrained, then a Constitution saving throw at the end of each of its turns. Three successes end the condition; three failures leave it Petrified until an effect such as Greater Restoration frees it. The successes and failures need not be consecutive. | No effect | Bright light shed by Daylight. Spells cannot be cast through this layer. |
| Violet | Blinded, then a Wisdom saving throw at the start of your next turn. On a success the condition ends. On a failure the condition ends and the creature is teleported to another plane chosen by the GM. | No effect | Dispel Magic. |
Private Sanctum
Level 4 Abjuration
- Casting time:
- 10 minutes
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a thin sheet of lead)
- Duration:
- 24 hours
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties: Sound can't pass through the barrier at the edge of the warded area. The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it. Sensors created by Divination spells can't appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area can't be targeted by Divination spells. Nothing can teleport into or out of the warded area. Planar travel is blocked within the warded area. Casting this spell on the same spot every day for 365 days makes the spell last until dispelled.
At higher levels You can increase the size of the cube by 100 feet for each spell slot level above 4.
Produce Flame
Conjuration cantrip
- Casting time:
- 1 bonus action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- 10 minutes
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The spell ends if you cast it again. Until the spell ends, you can take an action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
The damage increases to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17.
Programmed Illusion
Level 6 Illusion
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (jade dust worth 25+ gm)
- Duration:
- Until dispelled
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the trigger you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes, after which the illusion can be activated again. The trigger can be as general or as detailed as you like, though it must be based on visual or audible phenomena that occur within 30 feet of the area. For example, you can create an illusion of yourself to appear and warn off others who attempt to open a trapped door. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study 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, and any noise it makes sounds hollow to the creature.
Project Image
Level 7 Illusion
- Casting time:
- 1 action
- Range:
- Extreme · 500 miles
- Components:
- V, S, M (a statuette of yourself worth 5+ gm)
- Duration:
- Concentration, up to 1 day
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the illusion takes any damage, it disappears, and the spell ends. You can see through the illusion's eyes and hear through its ears as if you were in its space. As an action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. Physical interaction with the image reveals it to be illusory, since things can pass through it. A creature that takes the Study 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, and any noise it makes sounds hollow to the creature.
Protection from Energy
Level 3 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Concentration, up to 1 hour
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
Protection from Evil and Good
Level 1 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a flask of Holy Water worth 25+ gm, which the spell consumes)
- Duration:
- Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against creatures that are aberrations, celestials, elementals, fey, fiends, or undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be Possessed by or gain the Charmed or Frightened conditions from them. If the target is already Possessed, Charmed, or Frightened by such a creature, the target has advantage on any new saving throw against the relevant effect.
Protection from Poison
Level 2 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- 1 hour
You touch a creature and end the Poisoned condition on it. For the duration, the target has advantage on saving throws to avoid or end the Poisoned condition, and it has resistance to poison damage.
Provision
Level 3 Water-Rifting (ritual)
- Casting time:
- 10 minutes
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 24 hours
You condense clean water and dense nutrient mass out of the surrounding environment. The spell creates enough food and water to feed twelve people for one day. It keeps for 24 hours and then spoils within an hour.
At higher levels Slot level 4: The quantity doubles for each slot level above 3rd.
Purge
Level 6 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Instantaneous
Light passes through a creature you touch and drives out what does not belong in it. Choose one of the following and end it on the target: a curse, a disease, the Petrified condition, the Possessed condition, one reduction to an ability score, or one reduction to its hit point maximum. A possessing entity driven out this way appears in the nearest unoccupied space and takes 6d8 radiant damage.
Purify Food and Drink
Level 1 Transmutation (ritual)
- Casting time:
- 1 action
- Range:
- Close · 10 feet
- Components:
- V, S
- Duration:
- Instantaneous
You remove poison and rot from nonmagical food and drink in a 5-foot-radius sphere centered on a point within range.
Pyre
Level 6 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a fragment of charred wood)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · Half damage.
A sphere of solar fire 5 feet across forms at a point you choose within range. A creature that ends its turn within 10 feet of the sphere, or that moves through its space, must make a Dexterity saving throw, taking 10d8 fire damage on a failed save or half as much on a successful one. As a bonus action you can move the sphere up to 30 feet in any direction, and it passes through any opening the size of a fist.
At higher levels When cast using a slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Quake
Level 6 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Long · 500 feet
- Components:
- V, S, M (a pinch of dirt, a piece of rock, and a clump of clay)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- STR · No damage and not knocked Prone.
The ground in a 100-foot radius centered on a point you choose within range lurches and cracks. When you cast the spell and at the start of each of your turns, each creature on the ground in the area makes a Strength saving throw, taking 3d6 bludgeoning damage from falling debris and being knocked Prone on a failed save, or taking no damage and staying on its feet on a successful one. A structure in the area takes 50 bludgeoning damage at the start of each of your turns, and a structure reduced to 0 hit points collapses, dealing 8d6 bludgeoning damage to each creature beneath it. When the spell ends, the area is fissured difficult terrain.
Quench
Level 2 Molten-Rifting
- Casting time:
- 1 reaction (when a creature you can see takes fire or plasma damage)
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- Instantaneous
You pull the heat out of a burn before it finishes. The triggering creature takes half damage from the effect, ends the Burning condition if it has it, and regains 1d6 hit points. Steam rises from the target for a round afterward.
At higher levels The healing increases by 1d6 for each slot level above 2.
Quicken
Level 1 Arc-Rifting
- Casting time:
- 1 bonus action
- Range:
- Melee · Touch
- Components:
- S
- Duration:
- Concentration, up to 1 minute
You run a low current through a creature's nerves so that it reacts faster. For the duration, the target's speed increases by 10 feet and it has advantage on initiative rolls and Dexterity saving throws. When the effect ends, the target's speed is reduced by 10 feet until the end of its next turn.
At higher levels Slot level 3: The speed increase becomes 20 feet at 3rd level and above.
Quicksand
Level 4 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · Not Restrained, and the creature can move out of the area at half speed.
The ground in a 20-foot-radius circle you choose within range turns to loose sand. Each creature in the area when the spell is cast, and each creature that enters it, makes a Dexterity saving throw or sinks to the chest and is Restrained. At the start of each of its turns a Restrained creature sinks further and must hold its breath or begin Suffocating. A creature can use its action to make a Strength (Athletics) check against your spell save DC to pull free or to pull an adjacent creature free. The spell fails on stone or metal floor.
Radiance
Level 5 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
Light falls across a stretch of ground. Choose up to six creatures you can see within range. Each regains 4d8 + your spellcasting ability modifier hit points. This spell has no effect on constructs or undead.
At higher levels Slot level 6: The healing increases to 5d8. Slot level 7: The healing increases to 6d8. At 8th level and above the healing is 7d8 and you can choose up to eight creatures. Slot level 9: The healing increases to 8d8.
Raise Dead
Level 5 Necromancy
- Casting time:
- 1 hour
- Range:
- Melee · Touch
- Components:
- V, S, M (a diamond worth 500+ gm, which the spell consumes)
- Duration:
- Instantaneous
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't undead when it died. The creature returns to life with 1 hit point. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds, but it doesn't restore missing body parts. The spell fails if the creature is missing a body part or organ it cannot survive without, its head for instance. Coming back from the dead is an ordeal. The target takes a -4 penalty to d20 rolls. Every time the target finishes a long rest, the penalty is reduced by 1 until it becomes 0.
Rampart
Level 4 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- S, M (a chip of granite)
- Duration:
- Concentration, up to 10 minutes
A wall of solid stone rises within range, made of up to ten panels each 10 feet square and 6 inches thick, arranged in any shape in which each panel touches another. The wall blocks line of sight, and each panel has AC 15 and 30 hit points. The wall must rest on an existing surface. If you concentrate for the full duration, the wall becomes permanent. Otherwise it crumbles to rubble when the spell ends.
At higher levels Slot level 5: You can form one additional panel for each slot level above 4th.
Rapport
Level 1 Ether-Rifting
- Casting time:
- 1 minute
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 1 hour
- Saving throw:
- WIS · Attitude unchanged, and the target knows you tried.
You soften a creature's attitude toward you. One creature you can see within range makes a Wisdom saving throw, with advantage if you or your companions are visibly armed or have threatened it in the last hour. On a failure its attitude toward you shifts one step toward friendly for the duration. It does not obey you and it does not act against its own interests. When the spell ends the target knows its mood was altered.
At higher levels Slot level 2: You can target one additional creature for each slot level above 1st.
Ray of Enfeeblement
Level 2 Necromancy
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has disadvantage on the next attack roll it makes until the start of your next turn. On a failed save, the target has disadvantage on Strength-based d20 rolls for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
Ray of Frost
Evocation cantrip
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The damage increases to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17.
Ray of Sickness
Level 1 Necromancy
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and has the Poisoned condition until the end of your next turn.
At higher levels The damage increases by 1d8 for each spell slot level above 1.
Rebuild
Level 5 Metal-Rifting
- Casting time:
- 10 minutes
- Range:
- Melee · Touch
- Components:
- S, F, M (salvage of comparable mass to whatever is missing)
- Duration:
- Instantaneous
You strip a wrecked mechanism down to its working parts and rebuild it from those and whatever other parts you have with you. A construct or Riftwork regains all its hit points, and any destroyed component, limb, or subsystem is replaced. If the target was destroyed within the last 24 hours and at least half its mass is present, it is restored to functioning with 1 hit point instead.
Recharge
Arc-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- S
- Duration:
- Instantaneous
You run a small, measured charge into something that needs one. You can recharge a depleted power cell enough for one further use, start a cold engine, trip a simple electrical latch, or wake a dormant console. A target with a security interlock, a Tier IV or higher power system, or an active ward is unaffected, and the backlash deals 1 lightning damage to you.
Recoil
Level 5 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
Thin alloy plating covers your body and moves to meet incoming blows. Your AC increases by 3. When a creature within 5 feet hits you with a melee attack, the plating strikes back as a reaction: the attacker takes 2d8 kinetic damage, and you can push it 10 feet directly away from you. The plating reacts at most once per round and does so automatically.
At higher levels The reactive damage increases by 1d8 for each slot level above 5.
Redoubt
Level 8 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- 1 hour
- Saving throw:
- STR · not restrained
Your plating thickens and locks you to the ground you stand on. Your AC becomes 20 if it is lower, and you gain immunity to bludgeoning, piercing, and slashing damage from non-magical sources. The space within 10 feet of you is difficult terrain for creatures hostile to you, and a hostile creature that starts its turn there makes a Strength saving throw or is Restrained until the start of its next turn. Your speed is 0 while this holds.
Reforge
Level 8 Molten-Rifting
- Casting time:
- 1 action
- Range:
- Long · 500 feet
- Components:
- V, S, F
- Duration:
- Instantaneous (permanent terrain change)
- Saving throw:
- DEX · Half damage.
You reshape the terrain within a 100-foot radius of a point you can see within range. You can convert open ground to molten rock, collapse a stone wall into rubble, fuse loose metal into a barricade, or harden magma into cooled glass. Any creature in an affected square makes a Dexterity saving throw, taking 14d6 collateral damage (fire or bludgeoning, as appropriate) on a failed save or half as much on a successful one. The terrain change is permanent.
At higher levels Slot level 9: The radius doubles and the damage increases to 15d6.
Regenerate
Level 7 Transmutation
- Casting time:
- 1 minute
- Range:
- Melee · Touch
- Components:
- V, S, M (a prayer wheel)
- Duration:
- 1 hour
A creature you touch regains 4d8 + 15 hit points. For the duration, the target regains 1 hit point at the start of each of its turns, and any severed body parts regrow after 2 minutes.
Reincarnate
Level 5 Necromancy
- Casting time:
- 1 hour
- Range:
- Melee · Touch
- Components:
- V, S, M (rare oils worth 1,000+ gm, which the spell consumes)
- Duration:
- Instantaneous
You touch a dead humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the Reincarnation table to determine the body's ancestry, or the GM chooses another playable ancestry. The reincarnated creature makes any choices that an ancestry's description offers, and the creature recalls its former life. It retains the capabilities it had in its original form, except it loses the traits of its previous ancestry and gains the traits of its new one.
Reincarnation | 1d10 | Ancestry |
| 1 | Dragonborn |
| 2 | Dwarf |
| 3 | Elf |
| 4 | Gnome |
| 5 | Goliath |
| 6 | Halfling |
| 7 | Human |
| 8 | Orc |
| 9 | Fiendling |
| 10 | Roll again. |
Relay
Level 3 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Extreme · Unlimited on the same plane
- Components:
- V, S, M (a fragment of something the recipient once owned)
- Duration:
- 1 round
You send a message of twenty-five words or fewer to a creature you are familiar with, anywhere on the same plane. It hears the message and can reply with twenty-five words of its own. Distance does not degrade the message. A message sent across a planar boundary has a 5 percent chance of reaching the wrong recipient. If the creature you messaged declines to reply, you cannot tell that from the message not arriving.
Remaking
Level 10 Transmutation (apex)
- Casting time:
- 1 hour
- Range:
- Long · 300 feet
- Components:
- V, S, M (a sample of what you intend to make, consumed)
- Duration:
- Permanent
You transform the matter in a 500-foot radius. You can alter the terrain, the material of any structure, the climate of the area, or the biome, and the change is permanent. For example, stone becomes water, desert becomes forest, or a fortress becomes glass. Living creatures in the area aren't transformed, and each is moved to the nearest safe space. The spell can't create a substance you have never touched, can't make anything worth more than 50,000 gm, and can't undo another casting of this spell. Once this spell reshapes a place, no casting of this spell can reshape that place again for a year.
Remote Viewing
Level 3 Ether-Rifting
- Casting time:
- 10 minutes
- Range:
- Extreme · 1 mile
- Components:
- V, S, F
- Duration:
- Concentration, up to 10 minutes
You set a fixed point of your own perception somewhere you have been before and look out of it. You see and hear from that point in a 30-foot radius as if you were standing there, and you cannot move it once placed. Your body stays where it is and is Blinded and Deafened for the duration. A creature at the far end that can sense Rift activity can make a Wisdom (Perception) check against your spell save DC to notice it is being watched.
At higher levels At 5th level and above the range extends to any point on the same planet. At 7th level and above you can move the viewpoint up to 30 feet on each of your turns.
Remove Curse
Level 3 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Instantaneous
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.
Resilient Sphere
Level 4 Abjuration
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a glass sphere)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration. No object, energy, or other spell effect passes through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can take an action to push against the sphere's walls to roll the sphere at up to half the creature's speed. Similarly, the sphere can be picked up and moved by other creatures. A Disintegrate spell targeting the sphere destroys it without harming anything inside.
Resistance
Abjuration cantrip
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
You touch a willing creature and choose a damage type: acid, bludgeoning, cold, fire, lightning, necrotic, piercing, poison, radiant, slashing, or thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces the total damage taken by 1d4. A creature can benefit from this spell only once per turn.
Resurrection
Level 7 Necromancy
- Casting time:
- 1 hour
- Range:
- Melee · Touch
- Components:
- V, S, M (a diamond worth 1,000+ gm, which the spell consumes)
- Duration:
- Instantaneous
With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't undead when it died. The creature returns to life with all its hit points. This spell also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a -4 penalty to d20 rolls. Every time the target finishes a long rest, the penalty is reduced by 1 until it becomes 0. Casting this spell to revive a creature that has been dead for 365 days or longer taxes you. Until you finish a long rest, you can't cast spells again, and you have disadvantage on d20 rolls.
Reveille
Level 10 Necromancy (apex)
- Casting time:
- 24 hours
- Range:
- Close · 30 feet
- Components:
- V, S, M (a possession of each of the dead, and a year of the caster's life)
- Duration:
- Instantaneous
You call up to twelve dead creatures back to life. Name each one: it must have died within the last hundred years, and you must have gathered its remains or a possession of it. Each named creature returns to life at 1 hit point with its memories intact, in a body restored to the condition it held one day before death. A creature that does not wish to return stays dead, and you learn that it declined. You permanently lose one year of life for each creature returned, and you cannot cast this spell again. The GM decides what a creature brings back with it from where it was.
Reverse Gravity
Level 7 Transmutation
- Casting time:
- 1 action
- Range:
- Medium · 100 feet
- Components:
- V, S, M (a lodestone and iron filings)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX
This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the cylinder. A creature can make a Dexterity saving throw to grab a fixed object it can reach, thus avoiding the fall upward. If a ceiling or an anchored object is encountered in this upward fall, creatures and objects strike it just as they would during a downward fall. If an affected creature or object reaches the cylinder's top without striking anything, it hovers there for the duration. When the spell ends, affected objects and creatures fall downward.
Revision
Level 10 Illusion (apex)
- Casting time:
- 1 hour
- Range:
- Extreme · 1 mile
- Components:
- V, S, M (a witness who consents to be forgotten, and is)
- Duration:
- Permanent
You rewrite the memories and records of one event. Choose one event within the last year that occurred within range, and state in no more than fifty words what happened instead. Every creature that witnessed the event now remembers your version, and every record of the event reads your version. The change cannot make the dead alive, undo damage to a structure, or return a spent resource. A creature with immunity to the Charmed condition, and any creature that was warded against divination at the time, remembers what happened and knows the other accounts were changed.
Revivify
Level 3 Necromancy
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a diamond worth 300+ gm, which the spell consumes)
- Duration:
- Instantaneous
You touch a creature that has died within the last minute. That creature revives with 1 hit point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.
Rewrite
Level 9 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Long · 300 feet
- Components:
- V, S, F
- Duration:
- Instantaneous
You reach into the local Rift substrate and edit one fact about the immediate scene. Add or remove one small object, change what a creature within range just said or did, replace the contents of a container, or shift one minor detail of the environment. The change must be plausible within the scene, and it cannot kill a creature, restore a creature to full hit points, or undo a death. The GM decides the limits of the edit. You gain one level of exhaustion, and you cannot cast this spell again until you finish a long rest.
Rime
Level 1 Water-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- 1 minute
- Saving throw:
- DEX · Not knocked Prone.
You freeze the moisture on a 10-foot square of ground you can see within range into a sheet of rough, clear ice. The area is difficult terrain. A creature that enters the area or starts its turn there makes a Dexterity saving throw or falls Prone. The ice is real. It melts at the rate the local temperature allows, in under a minute in a warm room and not at all in vacuum.
At higher levels Slot level 2: The square grows by 10 feet on a side for each slot level above 1st.
Rope Trick
Level 2 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a segment of rope)
- Duration:
- 1 hour
You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.
Sacred Flame
Evocation cantrip
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from half cover or three-quarters cover for this save.
The damage increases to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17.
Sanctuary
Level 1 Abjuration
- Casting time:
- 1 bonus action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a shard of glass from a mirror)
- Duration:
- 1 minute
- Saving throw:
- WIS
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.
Scorching Ray
Level 2 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Instantaneous
You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels You create one additional ray for each spell slot level above 2.
Scrying
Level 5 Divination
- Casting time:
- 10 minutes
- Range:
- Melee · Self
- Components:
- V, S, M (a focus worth 1,000+ gm, such as a crystal ball, mirror, or water-filled font)
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- WIS
You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified by how well you know the target and by what physical connection you have to it. The target doesn't know what it is making the save against, only that it feels uneasy. Your knowledge of the target modifies the save by +5 if it is secondhand (you have heard of the target), +0 if it is firsthand (you have met the target), or -5 if it is extensive (you know the target well). Your connection to the target modifies the save by -2 if you have a picture or other likeness of it, -4 if you have a garment or other possession of it, or -10 if you have a body part, lock of hair, or bit of nail from it. On a successful save, the target isn't affected, and you can't use this spell on it again for 24 hours. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist. Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn't move.
Sculpt
Level 1 Earth-Rifting (ritual)
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- S
- Duration:
- Instantaneous
Stone goes soft under your hands while you work it and sets again when you stop. Reshape a volume of stone, concrete, or rockcrete no larger than 5 feet in any dimension: open a crawlspace, close a doorway, cut handholds up a wall, or form a rough object. The result looks hand-made. The spell has no effect on worked alloy or on anything that is load-bearing above your own weight.
At higher levels Slot level 3: The volume increases by 5 feet in each dimension for every two slot levels above 1st.
Searing Smite
Level 1 Evocation
- Casting time:
- 1 bonus action (which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike)
- Range:
- Melee · Self
- Components:
- V
- Duration:
- 1 minute
- Saving throw:
- CON
As you hit the target, it takes an extra 1d6 fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.
At higher levels All the damage increases by 1d6 for each spell slot level above 1.
Secret Chest
Level 4 Conjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ gm, and a Tiny replica of the chest made from the same materials worth 50+ gm)
- Duration:
- Until dispelled
You hide a chest and all its contents on the Spirit Plane. You must touch the chest and the miniature replica that serve as material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Spirit Plane, you can take an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Spirit Plane by taking an action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Spirit Plane, the chest remains there for you or someone else to find.
See Invisibility
Level 2 Divination
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a pinch of talc)
- Duration:
- 1 hour
For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Spirit Plane. Creatures and objects there appear ghostly.
Seeming
Level 5 Illusion
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 8 hours
- Saving throw:
- CHA
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.
Sending
Level 3 Divination
- Casting time:
- 1 action
- Range:
- Extreme · Unlimited
- Components:
- V, S, M (a copper wire)
- Duration:
- Instantaneous
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. The spell enables targets to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails. 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.
Sequester
Level 7 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (gem dust worth 5,000+ gm, which the spell consumes)
- Duration:
- Until dispelled
With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic. If the target is a creature, it enters a state of suspended animation. It has the Unconscious condition, doesn't age, and doesn't need food, water, or air. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.
Servo
Level 4 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a working hinge, gear, or rivet)
- Duration:
- Concentration, up to 10 minutes
You animate a small unattended metal or stone object within range, such as a wrench, a candlestick, a fist-sized shard of casing, or a length of pipe, as a minor construct ally under your command. The object becomes a Tier I construct with AC 14, 20 hit points, a walking speed of 30 feet (or a climb speed of 20 feet if it has no legs), and one melee attack with a +5 attack bonus. The attack deals 1d8 bludgeoning, piercing, or slashing damage, depending on the object's shape. The construct acts on your initiative count and takes the actions you direct mentally. Directing it costs you no action. It falls inert if you lose concentration or it is reduced to 0 hit points.
At higher levels At 5th level and above, you can animate 1 additional small object, and each construct has 25 hit points. At 6th level and above, you can animate 2 additional small objects, and each construct has 30 hit points. At 7th level and above, you can animate 3 additional small objects, and each construct has 35 hit points. At 8th level and above, you can animate 3 additional small objects, and each construct has 40 hit points. At 9th level and above, you can animate 3 additional small objects, and each construct has 45 hit points.
Sever
Level 6 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Instantaneous
You find the thread holding an effect in place and cut it. End one spell, ward, curse, possession, summoning, or ongoing Rift effect of 5th level or lower on a creature, object, or area you can see within range. If the effect is of a higher level, make an ability check using your spellcasting ability against a DC of 10 + the effect's level, ending it on a success. Ending a binding releases whatever it held, in the state it was in.
At higher levels Slot level 7: The level of effect you can end automatically rises by one for each slot level above 6th.
Shapechange
Level 9 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a jade circlet worth 1,500+ gm)
- Duration:
- Concentration, up to 1 hour
You shape-shift into another creature for the duration or until you take an action to shape-shift into a different eligible form. The new form must be of a creature that has a Power Rating no higher than your level or Power Rating. You must have seen a creature of that kind before, and it can't be a construct or an undead. When you cast the spell, you gain a number of temporary hit points equal to the hit points of the first form into which you shape-shift. These temporary hit points vanish if any remain when the spell ends. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type, alignment, personality, hit points, hit point dice, proficiencies, ability to communicate, and Intelligence, Wisdom, and Charisma scores. If you have the Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.
Shatter
Level 2 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a chip of mica)
- Duration:
- Instantaneous
- Saving throw:
- CON · half damage
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered there makes a Constitution saving throw, taking 3d8 thunder damage on a failed save or half as much damage on a successful one. A construct has disadvantage on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
At higher levels The damage increases by 1d8 for each spell slot level above 2.
Shear
Level 1 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- S
- Duration:
- Instantaneous
You fold air into an edge and throw it. Make a ranged spell attack against one creature within range. On a hit, the target takes 3d8 slashing damage. The edge cannot be seen, and a creature that cannot see you does not know where the attack came from.
At higher levels When cast using a slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Shield
Level 1 Abjuration
- Casting time:
- 1 reaction (which you take when you are hit by an attack roll or targeted by the Magic Missile spell)
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- 1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
Shield of Faith
Level 1 Abjuration
- Casting time:
- 1 bonus action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a prayer scroll)
- Duration:
- Concentration, up to 10 minutes
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Shift
Level 5 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Instantaneous
You collapse the distance between two points in local space. You, and one willing creature you touch, teleport up to 500 feet to a location you can clearly picture from having been there. The destination must be on the same plane and not sealed inside Rift shielding. If the space you picture is occupied, you arrive in the nearest unoccupied space.
At higher levels Slot level 6: You can bring one additional willing creature for each slot level above 5th.
Shillelagh
Transmutation cantrip
- Casting time:
- 1 bonus action
- Range:
- Melee · Self
- Components:
- V, S, M (mistletoe)
- Duration:
- 1 minute
A Club or Quarterstaff you are holding is infused with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. If the attack deals damage, it can be force damage or the weapon's normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon.
Level 5: The weapon's damage die becomes a d10. Level 11: The weapon's damage die becomes a d12. Level 17: The weapon's damage die becomes 2d6.
Shining Smite
Level 2 Transmutation
- Casting time:
- 1 bonus action (which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike)
- Range:
- Melee · Self
- Components:
- V
- Duration:
- Concentration, up to 1 minute
The target hit by the strike takes an extra 2d6 radiant damage from the attack. Until the spell ends, the target sheds bright light in a 5-foot radius, attack rolls against it have advantage, and it can't benefit from the Invisible condition.
At higher levels The damage increases by 1d6 for each spell slot level above 2.
Shocking Grasp
Evocation cantrip
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Instantaneous
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 lightning damage, and it can't make opportunity attacks until the start of its next turn.
The damage increases to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17.
Shrapnel Burst
Level 3 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- Instantaneous
- Saving throw:
- DEX · half damage
You throw a handful of scrap, and all of it bursts outward at once. Each creature in a 15-foot cone makes a Dexterity saving throw, taking 5d6 piercing damage on a failed save or half as much on a successful one. Any unattended loose metal in the area is consumed and adds 1d6 to the damage, to a maximum of three additional dice.
At higher levels The damage increases by 1d6 for each slot level above 3.
Shunt
Level 4 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S, F
- Duration:
- Concentration, up to 10 minutes
You run a discharge path from a creature within range into the nearest mass that can absorb it. For the duration, the target has immunity to lightning damage and resistance to thunder and force damage, and it cannot gain the Overcharged condition. Each time the line carries a discharge, it leaves a scorched track on the ground from the target to where the discharge ended. The track marks where the target was standing.
At higher levels At 6th level and above, you can protect one additional creature within range.
Silence
Level 2 Illusion (ritual)
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere has immunity to thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Silent Image
Level 1 Illusion
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a bit of fleece)
- Duration:
- Concentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual. It isn't accompanied by sound, smell, or other sensory effects. As an action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study 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.
Simulacrum
Level 7 Illusion
- Casting time:
- 12 hours
- Range:
- Melee · Touch
- Components:
- V, S, M (powdered ruby worth 1,500+ gm, which the spell consumes)
- Duration:
- Until dispelled
You create a simulacrum of one beast or humanoid 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 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 gm 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.
Siphon
Water-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- Instantaneous
You pull free water out of a place it is not wanted and let it fall somewhere else. Remove up to 5 gallons of water, condensation, blood, or slush from a surface, a compartment, or a set of clothing within range, or condense the same amount out of humid air into a container. In vacuum or dry air the spell has no effect.
At 11th level the volume increases to 20 gallons.
Skewer
Level 3 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
You conjure a tapered alloy spike longer than a forearm and hurl it at a creature you can see within range. Make a ranged spell attack. On a hit, the target takes 5d8 piercing damage, and the spike lodges in its body and reduces its speed by 10 feet until the spike is removed. Removing it takes an action from the target or an adjacent creature. If the spike is removed on the target's turn, the extraction deals an additional 1d8 piercing damage. A target with no significant tissue, such as an animated construct, an undead skeleton, or a stone-bodied creature, takes the damage but its speed is not reduced.
At higher levels Slot level 4: The damage increases to 6d8. Slot level 5: The damage increases to 7d8. Slot level 6: The damage increases to 8d8 and the speed reduction increases to 20 feet. Slot level 7: The damage increases to 9d8. Slot level 8: The damage increases to 10d8. Slot level 9: The damage increases to 11d8.
Skim
Level 2 Water-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 1 hour
You tension the surface of a liquid so that it bears weight. Up to three willing creatures you can see within range can move across water, mud, slurry, coolant, or any comparable liquid as though it were solid ground for the duration. The effect holds at the surface, so a creature standing on a wave rides up and down with it.
At higher levels Slot level 3: You can affect two additional creatures for each slot level above 2nd.
Slag Burst
Level 4 Molten-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S
- Duration:
- 1 minute
- Saving throw:
- DEX · Half damage.
You hurl a compressed Rift-charge that detonates into a spray of molten metal at a point within range. Each creature in the area must make a Dexterity saving throw, taking 8d6 fire damage on a failed save or half as much on a successful one. The area is coated in cooling slag and is difficult terrain for the duration. A creature that starts its turn in the slag takes 1d6 fire damage.
At higher levels When cast using a slot of 5th level or higher, initial damage increases by 1d6 per slot level above 4th.
Sleep
Level 1 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a pinch of sand or rose petals)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
Each creature of your choice in a 5-foot-radius sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the Unconscious condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect. Creatures that don't sleep, such as elves, or that have immunity to the Exhausted condition automatically succeed on saves against this spell.
Sleet Storm
Level 3 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S, M (a miniature umbrella)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX
Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius cylinder centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. Ground in the cylinder is difficult terrain. When a creature enters the cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose concentration.
Slip
Level 2 Ether-Rifting
- Casting time:
- 1 bonus action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- Instantaneous
You drop out of the local field and reappear in an unoccupied space you can see within 30 feet. You arrive facing any direction you choose and without momentum, which matters if you were falling. A sealed hull or warded ground blocks the spell entirely.
At higher levels Slot level 3: The distance increases by 15 feet for each slot level above 2nd. At 5th level and above you can bring one willing creature you are touching.
Slow
Level 3 Transmutation
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a drop of molasses)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't take reactions. On its turns, it can take either an action or a bonus action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly. An affected target repeats the save at the end of each of its turns. On a success, the spell ends on it.
Smithing
Level 1 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- S
- Duration:
- 1 hour
You pull a simple tool or weapon out of ambient matter and hold it together by will. Create one non-magical metal object no more than 3 feet in any dimension and no heavier than 10 pounds, such as a crowbar, a blade, a key blank, a length of chain, or a set of picks. It works as the ordinary item for the duration, then comes apart into gray dust. An object with a moving mechanism is crude and stiff.
At higher levels At 4th level and above, the object can be up to 6 feet in any dimension and 50 pounds, and the duration becomes 8 hours.
Solstice
Level 10 Evocation (apex)
- Casting time:
- 1 action
- Range:
- Extreme · 1 mile
- Components:
- V, S, M (a shard of the moment the Rift opened, consumed)
- Duration:
- Instantaneous
- Saving throw:
- CON · Half damage.
You call the first light, which fills a 500-foot-radius sphere centered on a point you can see within range. Each creature in the area makes a Constitution saving throw, taking 20d10 radiant damage on a failed save or half as much on a successful one. A creature reduced to 0 hit points by this damage is destroyed and leaves a shadow burned into whatever it stood against. Every illusion, invisibility, shapechange, and concealment effect in the area ends. The area is bright as noon for a year, and nothing grows there.
Sorcerous Burst
Evocation cantrip
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Instantaneous
You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: acid, cold, fire, lightning, poison, psychic, or thunder. If you roll an 8 on a d8 for this spell, you can roll another d8, and add it to the damage. When you cast this spell, the maximum number of these d8s you can add to the spell's damage equals your spellcasting ability modifier.
The damage increases to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17.
Sounding
Level 4 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- S
- Duration:
- Concentration, up to 1 hour
You focus on the ground and sense what moves on it. For the duration you have tremorsense out to 120 feet through any connected solid surface: rock, soil, decking, or hull. You know the position and rough mass of every creature and object in contact with that surface, including things behind walls. Creatures that are flying, swimming, or holding still are not detected.
Spare the Dying
Necromancy cantrip
- Casting time:
- 1 action
- Range:
- Close · 15 feet
- Components:
- V, S
- Duration:
- Instantaneous
Choose a creature within range that has 0 hit points and isn't dead. The creature becomes Stable.
Level 5: The range doubles to 30 feet. Level 11: The range doubles to 60 feet. Level 17: The range doubles to 120 feet.
Spark Bolt
Level 1 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
A narrow lance of charged current snaps from your hand toward a target within range. Make a ranged spell attack. On a hit, the target takes 3d8 lightning damage and cannot take reactions until the start of your next turn.
At higher levels When cast using a slot of 2nd level or higher, damage increases by 1d8 per slot level above 1st.
Speak with Animals
Level 1 Divination (ritual)
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- 10 minutes
For the duration, you can comprehend and verbally communicate with beasts, and you can use any of the Influence action's skill options with them. Most beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
Speak with Dead
Level 3 Necromancy
- Casting time:
- 1 action
- Range:
- Close · 10 feet
- Components:
- V, S, M (burning incense)
- Duration:
- 10 minutes
You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Speak with Plants
Level 3 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- 10 minutes
You give plants in an immobile 30-foot emanation limited sentience and animation, letting them 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. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration. The spell doesn't enable plants to uproot and move about, but they can move their branches, tendrils, and stalks for you. If a plant creature is in the area, you can communicate with it as if you shared a common language.
Spider Climb
Level 2 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a drop of bitumen and a spider)
- Duration:
- Concentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a climb speed equal to its speed.
At higher levels At 3rd level and above, you can target one additional creature. At 4th level and above, you can target two additional creatures. At 5th level and above, you can target three additional creatures. At 6th level and above, you can target four additional creatures. At 7th level and above, you can target five additional creatures. At 8th level and above, you can target six additional creatures. At 9th level and above, you can target seven additional creatures.
Spike Growth
Level 2 Transmutation
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S, M (seven thorns)
- Duration:
- Concentration, up to 10 minutes
The ground in a 20-foot-radius sphere centered on a point within range sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can't see the area when the spell is cast must take a Search action and succeed on a Wisdom (Perception or Survival) check against your spell save DC to recognize the terrain as hazardous before entering it.
Spire
Level 2 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- S
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage and not knocked Prone.
A column of stone erupts from a solid surface beneath one creature you can see within range. The target makes a Dexterity saving throw, taking 4d6 piercing damage and being knocked Prone on a failed save, or half as much damage and staying on its feet on a successful one. The column retracts and leaves a 5-foot square of broken stone that is difficult terrain until cleared.
At higher levels When cast using a slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.
Spirit Guardians
Level 3 Conjuration
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a prayer scroll)
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- WIS · half damage
Protective spirits flit around you in a 15-foot emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's speed is halved in the emanation, and whenever the emanation enters a creature's space and whenever a creature enters the emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
At higher levels The damage increases by 1d8 for each spell slot level above 3.
Spiritual Weapon
Level 2 Evocation
- Casting time:
- 1 bonus action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes force damage equal to 1d8 plus your spellcasting ability modifier. As a bonus action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.
At higher levels The damage increases by 1d8 for every slot level above 2.
Squall
Ether-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- Instantaneous
You compress a fist of air and drive it into a creature. Make a ranged spell attack against one creature within range. On a hit, the target takes 1d8 bludgeoning damage and is pushed 5 feet away from you.
The damage increases to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17.
Stage Fright
Level 3 Enchantment
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CHA · The creature is unaffected.
Each creature of your choice in a 15-foot cube within range that you can see makes a Charisma saving throw. On a failed save, a creature becomes convinced it is being watched and judged. It has disadvantage on attack rolls and ability checks and cannot take the Hide action. A creature that fails by 5 or more also cannot speak above a whisper. A creature immune to the Frightened condition is unaffected. At the end of each of its turns, an affected creature repeats the save, ending the effect on itself on a success.
At higher levels When you cast this spell using a spell slot of 4th level or higher, the cube's size increases by 5 feet for each slot level above 3rd.
Starry Wisp
Evocation cantrip
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 radiant damage, and until the end of your next turn, it emits dim light in a 10-foot radius and can't benefit from the Invisible condition.
The damage increases to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17.
Static
Arc-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- S
- Duration:
- Instantaneous
A tight pulse of static discharges through a creature you touch. Make a melee spell attack. On a hit, the target takes 1d8 lightning damage, and any Tier IV or lower electronic device worn or carried by the target briefly seizes: a single function (sensor, weapon, or comm) shorts out until the start of your next turn. This spell's damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).
The damage increases to 2d8 at level 5, 3d8 at level 11 and 4d8 at level 17.
Stinking Cloud
Level 3 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S, M (a rotten egg)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud is heavily obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it. 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 can't take an action or a bonus action.
Stone Shape
Level 4 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (soft clay)
- Duration:
- Instantaneous
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you can shape a large rock into a weapon, statue, or coffer, or you can make a small passage through a wall that is 5 feet thick. You can also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.
Stoneskin
Level 4 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (diamond dust worth 100+ gm, which the spell consumes)
- Duration:
- Concentration, up to 1 hour
Until the spell ends, one willing creature you touch has resistance to bludgeoning, piercing, and slashing damage.
Storm of Vengeance
Level 9 Conjuration
- Casting time:
- 1 action
- Range:
- Extreme · 1 mile
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON · half damage
A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 thunder damage and have the Deafened condition for the duration. At the start of each of your later turns, the storm produces different effects, as detailed below. Turn 2. Acidic rain falls. Each creature and object under the cloud takes 4d6 acid damage. Turn 3. You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 lightning damage on a failed save or half as much damage on a successful one. Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 bludgeoning damage. Turns 5 to 10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 cold damage. Until the spell ends, the area is difficult terrain and heavily obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
Stun Shot
Level 2 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- CON · Half damage, not Incapacitated.
You fire a tuned arc beam at a creature within range. The target must make a Constitution saving throw, taking 3d8 lightning damage on a failed save or half as much on a successful one. On a failed save, the target is also Incapacitated until the end of its next turn.
At higher levels When cast using a slot of 3rd level or higher, damage increases by 1d8 per slot level above 2nd.
Suggestion
Level 2 Enchantment
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, M (a drop of honey)
- Duration:
- Concentration, up to 8 hours
- Saving throw:
- WIS
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 its allies. For example, you can say, "Fetch the key to the cult's treasure vault, and give the key to me." Or you can 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.
Summon Dragon
Level 5 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (an object with the image of a dragon engraved on it worth 500+ gm)
- Duration:
- Concentration, up to 1 hour
You call a draconic spirit into an unoccupied space you can see within range. It is an ally to you and your allies, shares your initiative count, and takes its turn immediately after yours. It obeys your spoken commands, which cost you no action, and it takes the Dodge action and moves to avoid danger if you give none. It disappears when it drops to 0 hit points or when the spell ends.
The spirit has AC 14 plus the spell's level and 50 hit points plus 10 for each level of the spell above 5th. Its speed is 30 feet, with a fly speed of 60 feet and a swim speed of 30 feet. It has resistance to acid, cold, fire, lightning, and poison damage, is immune to the Charmed, Frightened, and Poisoned conditions, and has blindsight out to 30 feet and darkvision out to 60 feet. When you summon it, choose one of its resistances: you have resistance to that damage type until the spell ends.
On its turn it makes a number of rend attacks equal to half the spell's level, rounded down, and uses its breath weapon. A rend attack uses your spell attack modifier with a reach of 10 feet and deals 1d6 + 4 plus the spell's level in piercing damage. Its breath weapon is a 30-foot cone: each creature in the cone makes a Dexterity saving throw against your spell save DC, taking 2d6 damage on a failed save or half as much on a successful one. The damage type is one the spirit has resistance to, chosen by you when you cast the spell.
At higher levels Use the spell slot's level for the spell's level in the stat block.
Sunbeam
Level 6 Evocation
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a magnifying glass)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON · half damage
You launch a sunbeam in a 5-foot-wide, 60-foot-long line. Each creature in the line makes a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only. Until the spell ends, you can take an action to create a new line of radiance. For the duration, a mote of brilliant radiance shines above you. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.
Sunburst
Level 8 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S, M (a piece of sunstone)
- Duration:
- Instantaneous
- Saving throw:
- CON · half damage
Brilliant sunlight flashes in a 60-foot-radius sphere centered on a point you choose within range. Each creature in the sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only. A creature Blinded by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on a success. This spell dispels Darkness in its area that was created by any spell.
Sunder
Level 10 Earth-Rifting (ritual) (apex)
- Casting time:
- 1 hour (ritual)
- Range:
- Extreme · 50 miles
- Components:
- V, S, M (three Tier V geomantic relics and a vial of seafloor magma, all consumed)
- Duration:
- Permanent
In an hour-long rite, you draw on the deep crust through the Rift and split a landmass. The rite carves a permanent fissure up to 50 miles long and several miles wide that reaches the mantle. Coastlines change, rivers reroute, and settlements on the fracture line are destroyed.
Surge
Level 10 Arc-Rifting (ritual) (apex)
- Casting time:
- 1 hour (ritual)
- Range:
- Extreme · Special
- Components:
- V, S, F, M (A Tier V Arc-class conductor lattice and the calibrated weather signature of the target region.)
- Duration:
- Permanent (years of aftermath)
You gather a planet's atmospheric charge and release it at a single point. A storm covering the target region forms and discharges for hours. Tier IV power grids in the region are crippled. Substations, fusion taps, and orbital tethers within range fail and need years of work to replace. Every Tier III or lower vehicle, sensor, and weapon in the region is rendered inoperable. The local weather is permanently destabilized and produces storms for at least a decade. You cannot cast Arc spells or use any other Arc effect for one year afterward.
Swallow
Level 7 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · The creature moves to the nearest space outside the area.
The ground in a 20-foot radius centered on a point you choose within range opens, takes what is standing there, and closes. Each creature in the area makes a Dexterity saving throw. On a failure it falls 30 feet into a sealed pocket, takes 10d6 bludgeoning damage, and is Restrained under the surface, able to breathe but not to move. On a success it moves to the nearest space outside the area. A buried creature, or an ally digging from above, can free it with a Strength (Athletics) check against DC 20 that takes 1 minute. On decking the spell cracks the plating and has no other effect.
Symbol
Level 7 Abjuration
- Casting time:
- 1 minute
- Range:
- Melee · Touch
- Components:
- V, S, M (powdered diamond worth 1,000+ gm, which the spell consumes)
- Duration:
- Until dispelled or triggered
- Saving throw:
- CON · half damage
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 of the following effects the symbol bears: Death, Discord, Fear, Pain, Sleep, or Stunning. 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 can 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. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there. A creature is targeted only once per turn. Death. Each target makes a Constitution saving throw, taking 10d10 necrotic damage on a failed save or half as much damage on a successful save. Discord. Each target makes a Wisdom saving throw. On a failed save, a target argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30 feet away from the glyph on each of its turns, if able. Pain. Each target must succeed on a Constitution saving throw or have the Incapacitated condition for 1 minute. Sleep. Each target must succeed on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake. Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.
Taproot
Level 5 Earth-Rifting
- Casting time:
- 1 minute
- Range:
- Melee · Touch
- Components:
- V, S, M (a handful of soil from where the target was born, or from where they intend to be buried)
- Duration:
- Instantaneous
You hold a creature in contact with the ground for the full casting time, and the earth restores it. The target regains 60 hit points, and you end one of the following on it: one level of exhaustion, one curse, the Petrified condition, all levels of the Wounded condition, or one reduction to its hit point maximum. The soil is consumed.
Telekinesis
Level 5 Transmutation
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- STR
You gain the ability to move creatures and objects by thought. When you cast the spell, and as an action on each later turn before it ends, you exert your will on one creature or object you can see within range. You can hold the same target from turn to turn or take a new one, and a target you let go is no longer affected.
Creature. You can try to move a Huge or smaller creature. The target makes a Strength saving throw. On a failure you move it up to 30 feet in any direction within range, and until the end of your next turn it is Restrained and, if you lifted it, hangs in the air. 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. An object that is not worn or carried moves up to 30 feet in any direction within range. If a creature is wearing or carrying it, that creature makes a Strength saving throw, and on a failure you pull the object away and move it the same distance. You can also use this power for fine work, such as turning a key, opening a container, or handling a simple tool.
Telepathic Bond
Level 5 Divination (ritual)
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (two eggs)
- Duration:
- 1 hour
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell. Until the spell ends, the targets can communicate telepathically through the bond whether or not they share a language. The communication is possible over any distance, though it can't extend to other planes of existence.
Teleport
Level 7 Conjuration
- Casting time:
- 1 action
- Range:
- Close · 10 feet
- Components:
- V
- Duration:
- Instantaneous
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 GM rolls 1d100 and consults the Teleportation Outcome table and the explanations after it. Familiarity. Here are the meanings of the terms in the table's Familiarity column: "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Linked object" means you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library. "Very familiar" is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is a place you have seen more than once but with which you aren't very familiar. "Viewed once or described" is a place you have seen once, possibly using magic, or a place you know through someone else's description, such as from a map. "False destination" is a place that doesn't exist. For example, you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a location that no longer exists. Mishap. The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the GM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Similar Area. You and your group (or the target object) appear in a different area that's visually or thematically similar to the target area. You appear in the closest similar place. If you are heading for your home laboratory, for example, you appear in another person's laboratory in the same city. Off Target. You and your group (or the target object) appear 2d12 miles away from the destination in a random direction. Roll 1d8 for the direction: 1, east; 2, southeast; 3, south; 4, southwest; 5, west; 6, northwest; 7, north; or 8, northeast. On Target. You and your group (or the target object) appear where you intended.
Teleportation Outcome | Familiarity | Mishap | Similar Area | Off Target | On Target |
| Permanent circle | — | — | — | 01–00 |
| Linked object | — | — | — | 01–00 |
| Very familiar | 01–05 | 06–13 | 14–24 | 25–00 |
| Seen casually | 01–33 | 34–43 | 44–53 | 54–00 |
| Viewed once or described | 01–43 | 44–53 | 54–73 | 74–00 |
| False destination | 01–50 | 51–00 | — | — |
Teleportation Circle
Level 5 Conjuration
- Casting time:
- 1 minute
- Range:
- Close · 10 feet
- Components:
- V, M (rare inks worth 50+ gm, which the spell consumes)
- Duration:
- 1 round
As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guildhalls, and other important places have permanent teleportation circles. Each circle has a unique sigil sequence: a string of runes in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Prime Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for 365 days.
Tempering
Level 6 Molten-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- 1 hour
You heat and cool the bodies of up to three creatures you can see within range until they are hardened against extremes. Each gains resistance to fire, cold, and plasma damage, immunity to the Burning condition, and advantage on saving throws against exhaustion from heat or cold. While tempered, a creature that drops to 0 hit points is stabilized at 0 hit points instead of dying. A faint heat-blued sheen appears on skin and plate and fades after a week.
At higher levels Slot level 7: You can temper one additional creature for each slot level above 6th.
Tempest
Level 9 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Extreme · 1 mile
- Components:
- V, S, F
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- DEX · Half damage.
You tear open the upper atmosphere and bind a storm over a point you choose within range. The storm fills a cylinder with a 200-foot radius that is heavily obscured and is difficult terrain, and ranged attacks cannot cross it. Each creature in the area when the storm forms makes a Dexterity saving throw, taking 20d6 lightning damage on a failed save or half as much on a successful one. On each of your later turns, you can use a bonus action to call a lightning strike on a creature in the area. That creature makes a Dexterity saving throw, taking 8d8 lightning damage on a failed save or half as much on a successful one.
At higher levels Slot level 10: Cast as a ritual, the storm lasts 1 hour without concentration and expands to a 1-mile radius.
Tendril
Level 3 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage.
A high-voltage arc strikes one creature within range and jumps to nearby conductors. The primary target must make a Dexterity saving throw, taking 5d8 lightning damage on a failed save or half as much on a successful one. The arc then leaps to up to two additional creatures within 30 feet of the primary target. Each of them makes its own save, taking 2d8 lightning damage on a failed save or half as much on a successful one.
At higher levels Slot level 4: The damage increases to 6d8. Slot level 5: The damage increases to 7d8 and the arc can jump to one additional creature. Slot level 6: The damage increases to 8d8. Slot level 7: The damage increases to 9d8 and the arc can jump to two additional creatures. Slot level 8: The damage increases to 10d8. Slot level 9: The damage increases to 11d8 and the arc can jump to three additional creatures.
Thaumaturgy
Transmutation cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V
- Duration:
- Up to 1 minute
You create one of the following minor effects within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time. Altered Eyes. You alter the appearance of your eyes for 1 minute. Booming Voice. Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have advantage on Charisma (Intimidation) checks. Fire Play. You cause flames to flicker, brighten, dim, or change color for 1 minute. Invisible Hand. You instantaneously cause an unlocked door or window to fly open or slam shut. Phantom Sound. 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. Tremors. You cause harmless tremors in the ground for 1 minute.
Thunderbolt
Level 5 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Long · 300 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage.
You compress a column of air and call down a single bolt on one target you can see within range. The target must make a Dexterity saving throw, taking 10d8 lightning damage and 2d8 thunder damage on a failed save or half as much on a successful one. The thunderclap is audible for up to a mile.
At higher levels When cast using a slot of 6th level or higher, lightning damage increases by 1d8 per slot level above 5th.
Thunderhead
Level 9 Arc-Rifting
- Casting time:
- 1 action
- Range:
- Extreme · 1,200 feet
- Components:
- V, S, M (a rod of fulgurite)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · Half damage.
A storm cell forms above a point you can see within range and stays there. The area beneath it, a 300-foot radius, is heavily obscured by rain and is difficult terrain. At the start of each of your turns, three bolts fall. Choose three creatures in the area, or choose one creature to take all three. Each bolt forces a Dexterity saving throw, dealing 6d10 lightning damage on a failed save or half as much on a successful one. A creature wearing metal armor or carrying a metal weapon has disadvantage on the save. Flying creatures in the area also have disadvantage on the save and fall 60 feet on a failed save.
Thunderwave
Level 1 Evocation
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- CON · half damage
You send out a wave of thunderous energy. Each creature in a 15-foot cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.
At higher levels The damage increases by 1d8 for each spell slot level above 1.
Tide
Level 4 Water-Rifting
- Casting time:
- 1 action
- Range:
- Long · 300 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
You take hold of the water in a cube up to 100 feet on a side within range and move it. Choose one effect when you cast the spell, and change it as an action on later turns: raise the water level by up to 20 feet, part it to leave a dry channel across the area, redirect a current in any direction at up to 30 feet per round, or flood a dry area with 3 feet of water that is difficult terrain. A vehicle on the water moves with the water. Fires in a flooded area go out.
Time Stop
Level 9 Transmutation
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V
- Duration:
- Instantaneous
You briefly stop the flow of time for all other creatures. No time passes for them while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during it, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.
Tiny Hut
Level 3 Evocation (ritual)
- Casting time:
- 1 minute
- Range:
- Melee · Self
- Components:
- V, S, M (a crystal bead)
- Duration:
- 8 hours
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.
Tongues
Level 3 Divination
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, M (a miniature ziggurat)
- Duration:
- 1 hour
This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if that creature can hear the speech or see the signing.
Transfusion
Level 4 Necromancy
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- CON · Half damage.
You draw vitality out of one creature and give it to another. Touch a willing creature or one you have Grappled. The target makes a Constitution saving throw, taking 6d8 necrotic damage on a failed save or half as much on a successful one. Its hit point maximum is reduced by the damage taken until it finishes a long rest. Choose a second creature within 5 feet of you. That creature regains hit points equal to the damage dealt, and if it was at 0 hit points it becomes stable and conscious with at least 1 hit point. A creature that is not living can't be either target.
At higher levels The damage increases by 2d8 for each spell slot level above 4.
Transport via Plants
Level 6 Conjuration
- Casting time:
- 1 action
- Range:
- Close · 10 feet
- Components:
- V, S
- Duration:
- 1 minute
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
Traverse
Level 8 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, F
- Duration:
- Instantaneous
You open a corridor through the Rift and step through it. You and up to eight willing creatures in physical contact with you travel to a destination you can clearly picture: a place on another plane, a charted system, or a location you have been before. The corridor closes behind you. If the destination is warded against planar travel, you arrive at the nearest unwarded point.
At higher levels Slot level 9: You can bring one additional willing creature for each slot level above 8th, and with a tuned focus the destination need not be known to you.
Tree Stride
Level 5 Conjuration
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you're in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered. You can use this transportation ability only once on each of your turns. You must end each turn outside a tree.
Tremor
Level 3 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- S
- Duration:
- Instantaneous
- Saving throw:
- STR · Half damage and not knocked Prone.
You drive a pulse of seismic force through the ground in every direction. Each creature other than you that is on the ground within 20 feet of you makes a Strength saving throw, taking 4d6 bludgeoning damage and being knocked Prone on a failed save, or half as much damage and staying on its feet on a successful one. The ground in the area becomes difficult terrain until cleared.
At higher levels When cast using a slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
True Polymorph
Level 9 Transmutation
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
- Duration:
- Concentration, up to 1 hour
- Saving throw:
- WIS
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. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell. Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose that has a Power Rating equal to or less than the target's Power Rating or level. The target's game statistics are replaced by the stat block of the new form, but it retains its hit points, hit point dice, alignment, and personality. The target gains a number of temporary hit points equal to the hit points of the new form. These temporary hit points vanish if any remain when the spell ends. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment. Object into Creature. You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature has a Power Rating of 9 or lower. The creature is friendly to you and your allies. In combat, it takes its turns immediately after yours, and it obeys your commands. If the spell lasts more than an hour, you no longer control the creature. Whether it remains friendly to you depends on how you have treated it. Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form after the spell ends and it returns to normal.
True Resurrection
Level 9 Necromancy
- Casting time:
- 1 hour
- Range:
- Melee · Touch
- Components:
- V, S, M (diamonds worth 25,000+ gm, which the spell consumes)
- Duration:
- Instantaneous
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its hit points. This spell closes all wounds, neutralizes any poison, cures all magical contagions, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. If the creature was undead, it is restored to its non-undead form. The spell can provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
True Seeing
Level 6 Divination
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (mushroom powder worth 25+ gm, which the spell consumes)
- Duration:
- 1 hour
For the duration, the willing creature you touch has truesight with a range of 120 feet.
True Strike
Divination cantrip
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- S, M (a weapon with which you have proficiency and that is worth 1+ CP)
- Duration:
- Instantaneous
Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be radiant damage or the weapon's normal damage type (your choice).
At 5th level and above, the attack deals an extra 1d6 radiant damage. At 11th level and above, the attack deals an extra 2d6 radiant damage. At 17th level and above, the attack deals an extra 3d6 radiant damage.
Tsunami
Level 8 Conjuration
- Casting time:
- 1 minute
- Range:
- Extreme · 1 mile
- Components:
- V, S
- Duration:
- Concentration, up to 6 rounds
- Saving throw:
- STR · half damage
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 bludgeoning damage on a failed save or half as much damage on a successful one. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.
Tug
Level 1 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- STR · Not pulled; no damage.
You exert a sharp pull on ferrous metal within range. Choose one target: an unsecured or loosely held metal object weighing up to 25 pounds, or a creature wearing significant metal armor or carrying significant metal gear. The object flies directly into your free hand or to a point you choose within 5 feet of you. The creature makes a Strength saving throw and, on a failed save, is pulled 10 feet directly toward you in a straight line. The pull ends if the creature strikes a solid obstacle, and a creature pulled into a solid surface takes 2d8 bludgeoning damage from the impact.
At higher levels When you cast this spell using a spell slot of 2nd level or higher, the weight limit and pull distance both double for each slot level above 1st (50 pounds and 20 feet at 2nd level, 100 pounds and 40 feet at 3rd level, and so on). The impact damage increases by 1d8 for each slot level above 1st.
Tunnel
Level 5 Earth-Rifting
- Casting time:
- 1 minute
- Range:
- Melee · Touch
- Components:
- S
- Duration:
- Permanent
You open a passage through stone, earth, or masonry that you touch. The tunnel is 5 feet wide, 8 feet high, and up to 60 feet long, with smooth, stable walls, and it is permanent. The spell stops at the first worked alloy or warded surface it meets.
At higher levels Slot level 6: The tunnel's length increases by 30 feet for each slot level above 5th.
Twin
Level 8 Illusion
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a drop of your own blood)
- Duration:
- Concentration, up to 1 hour
You create a solid duplicate of yourself that speaks in your voice and knows what you know up to the moment of casting. The double has your AC and saving throws and 1 hit point, and it acts on your initiative. You decide its actions as a free action on your turn. Divination magic of 7th level or lower reports the double as you, and a creature that has never touched you has no way to tell the two of you apart. The double cannot cast spells. When it is reduced to 0 hit points, it vanishes and the spell ends.
Unbreaking
Level 9 Metal-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a bar of Halcyion steel worth 500 gm, not consumed)
- Duration:
- 8 hours
You touch a suit of armor, a shield, a vehicle, or a structure no larger than 60 feet in any dimension. For the duration, it cannot be damaged by nonmagical means and its AC increases by 3. It automatically succeeds on saving throws against effects that would break, corrode, or disable it. Once before the spell ends, when the warded object, or the creature wearing it, would take damage that reduces it to 0 hit points, the object takes the damage instead and the spell ends. A creature wearing warded armor has advantage on saving throws against effects that would move it, and no effect can disarm a creature of a warded shield.
Undertow
Level 5 Water-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- STR · Not pushed.
You open a running current along a line 60 feet long and 10 feet wide within range, flowing in a direction you choose. A creature moving with the current along the line doubles its speed. A creature moving against it treats the line as difficult terrain and, when it enters the line, makes a Strength saving throw or is pushed 20 feet back along the current and knocked Prone. The current runs in air as well as in water, and in air it is visible only through what it drags.
Unmake
Level 10 Ether-Rifting (ritual) (apex)
- Casting time:
- 1 hour (ritual)
- Range:
- Extreme · 1 mile
- Components:
- V, S, F, M (a Tier V Ether relic and a sacrifice of personal significance: a memory, a relationship, or a name)
- Duration:
- Permanent
You reach past surface reality and unravel one thing from the Rift weave. Choose one target. A single building or vessel is erased, and the space around it forgets it ever stood. A named individual's lineage is edited out of recorded history, and only those who witnessed the rite remember it. A city's name is forgotten by every mind that is not speaking it at that moment. The effect is permanent and can be reversed only by a rite of equal scale. Your maximum level of exhaustion is permanently reduced by 1d4, and Ether-sensitive creatures recognize you on sight for the rest of your life.
Unseen
Level 2 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Concentration, up to 1 hour
You fold a creature's visible signature into the Ether. One willing creature you touch has the Invisible condition for the duration, along with anything it is wearing or carrying. The spell ends early if the target attacks or casts a spell. It does not silence footsteps, hide heat, or fool anything that finds people by means other than light.
At higher levels Slot level 3: You can target one additional creature for each slot level above 2nd. At 5th level and above, attacking or casting a spell no longer ends the effect.
Unseen Servant
Level 1 Conjuration (ritual)
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a bit of string and of wood)
- Duration:
- 1 hour
This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human can do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Unthread
Level 8 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- CHA · The caster is not locked out.
You pull one thread out of a working and let the rest fall slack. Choose one spell effect of 7th level or lower within range, or one magical effect with a duration. It ends, and the creature that created it makes a Charisma saving throw. On a failure it cannot cast a spell of that effect's level or higher until the end of its next turn. If the effect was created by a spell of 8th level or higher, make an ability check using your spellcasting ability against a DC of 10 + that spell's level, ending the effect on a success. The spell cannot end an effect that is permanent or a property of an artifact.
Updraft
Level 3 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
You hang a standing column of moving air under a creature and let it ride. One willing creature you touch gains a fly speed of 40 feet for the duration. If your concentration ends while the target is airborne, it descends 60 feet per round for 1 round before the air releases it. The spell fails in vacuum.
At higher levels Slot level 4: You can target one additional creature for each slot level above 3rd.
Upheaval
Level 8 Earth-Rifting
- Casting time:
- 1 minute
- Range:
- Long · 1,000 feet
- Components:
- V, S, M (a fistful of soil from the targeted region)
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage and not buried.
Over a minute you reshape the ground within a 500-foot radius of a point you can see. Raise or sink the terrain by up to 60 feet in any contour you describe: lift a ridge, open a moat, drop a road, or take a building's foundation out from under it. A structure on shifted ground takes 12d10 bludgeoning damage. Each creature on shifted ground makes a Dexterity saving throw, taking 8d10 bludgeoning damage and being buried on a failed save, or half as much damage and not buried on a successful one. A buried creature is Restrained until it digs out with a Strength (Athletics) check against DC 20. The change is permanent.
Vacancy
Level 8 Illusion
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Concentration, up to 10 minutes
You hide a space up to 40 feet in each dimension, along with every creature and object inside it. To a creature outside, the space looks and sounds empty, and the creature sees the far wall when it looks in. Creatures inside see each other normally. A creature that enters the space is hidden with it. A creature outside that has reason to suspect the space is occupied can make an Intelligence (Investigation) check against your spell save DC once per minute, seeing through the illusion on a success. Attacking from inside the space ends the spell.
Vacuum
Level 6 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- CON · Half damage.
You pull the air out of a 20-foot-radius sphere centered on a point you choose within range and hold it out. Each creature in the sphere when it forms makes a Constitution saving throw, taking 8d8 bludgeoning damage on a failed save or half as much on a successful one, as the pressure leaves it. A creature that starts its turn in the sphere is Suffocating. Sound does not travel inside the sphere, and no fire burns there. A creature that does not need to breathe is unaffected by the suffocation. When the spell ends the air returns with a crack that can be heard for a mile.
At higher levels When cast using a slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th.
Vampiric Touch
Level 3 Necromancy
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action, targeting the same creature or a different one.
At higher levels The damage increases by 1d6 for each spell slot level above 3.
Vantage
Level 9 Divination
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V, S, M (a lens ground from a single crystal, which shatters)
- Duration:
- Concentration, up to 10 minutes
For the duration, you know the position, health, and current intent of every creature within 1 mile that is hostile to you. You cannot be surprised, you have advantage on attack rolls, ability checks, and saving throws, and attack rolls against you have disadvantage. When the spell ends, you have the Exhausted condition and cannot cast a spell of 6th level or higher until you finish a long rest. If you cast this spell again before finishing a long rest, your Exhaustion increases by one further level.
Veil
Level 2 Ether-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
You wrap a willing creature in a fold of Ether and smear its signature across the local field. For the duration the target is heavily obscured to sight, to scrying, and to sensor sweeps. Touch, an area effect, and a Tier IV or better field analyzer still find it.
At higher levels Slot level 3: You can veil one additional creature for each slot level above 2nd.
Vicious Mockery
Enchantment cantrip
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V
- Duration:
- Instantaneous
- Saving throw:
- WIS
You direct a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At 5th level and above, the damage increases to 2d6. At 11th level and above, the damage increases to 3d6. At 17th level and above, the damage increases to 4d6.
Vigil
Level 3 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
You hang a slow band of light around one creature you can see within range. At the start of each of the target's turns it regains 1d6 hit points. If the target would drop to 0 hit points or below while the band holds, it drops to 1 hit point instead, and the spell ends.
At higher levels The recurring healing increases by 1d6 for each slot level above 3rd.
Vise
Level 7 Earth-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 90 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- STR · Half damage and not Restrained.
Stone fingers as thick as siege beams surge from a solid surface to seize one creature you can see within range. The target makes a Strength saving throw, taking 12d8 bludgeoning damage and being Restrained on a failed save, or half as much damage and not Restrained on a successful one. A Restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. The stone has AC 17 and 80 hit points, and destroying it frees the target.
At higher levels Slot level 8: The damage increases to 13d8. Slot level 9: The damage increases to 14d8.
Vitriolic Sphere
Level 4 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 150 feet
- Components:
- V, S, M (a drop of bile)
- Duration:
- Instantaneous
- Saving throw:
- DEX
You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.
At higher levels The initial damage increases by 2d4 for each spell slot level above 4.
Wager
Level 7 Divination
- Casting time:
- 1 minute
- Range:
- Melee · Self
- Components:
- V, M (a set of counting stones worth 100 gm)
- Duration:
- 8 hours
For the duration, when you or a creature you can see within 60 feet is about to make an attack roll, ability check, or saving throw, you can use your reaction to call the result before it is rolled: high or low. If the roll matches your call, the roller takes the better of two d20 rolls. If it does not, the roller takes the worse. You can use this reaction a number of times equal to your spellcasting ability modifier (minimum once), and the spell ends when you use the last one.
Wall of Fire
Level 4 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a piece of charcoal)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · half damage
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 fire damage on a failed save or half as much damage on a successful one. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels The damage increases by 1d8 for each spell slot level above 4.
Wall of Flame
Level 4 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a pinch of phosphor)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · Half damage from the initial burst.
You raise a curtain of fire on a solid surface within range, up to 60 feet long, 20 feet high, and 1 foot thick. When the wall appears, each creature in its space makes a Dexterity saving throw, taking 6d8 fire damage on a failed save or half as much on a successful one. Choose one side of the wall when you cast it. A creature that ends its turn within 10 feet of that side, or that enters the wall for the first time on a turn, takes 5d8 fire damage. The wall blocks line of sight.
At higher levels When cast using a slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Wall of Force
Level 5 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a shard of glass)
- Duration:
- Concentration, up to 10 minutes
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 globe 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 and 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 (you choose which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Spirit Plane and blocks travel through the wall by way of the Spirit Plane.
Wall of Ice
Level 4 Water-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a sliver of clear quartz)
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- DEX · Half damage.
You raise a wall of dense ice up to 60 feet long, 10 feet high, and 1 foot thick on a solid surface within range. Each creature in the wall's space when it appears makes a Dexterity saving throw, taking 6d8 cold damage on a failed save or half as much on a successful one. Each 10-foot section of the wall has AC 12 and 30 hit points. When a section is reduced to 0 hit points it shatters into a 5-foot-wide field of jagged ice, and a creature that enters or starts its turn in that field takes 2d6 cold damage.
At higher levels When cast using a slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Wall of Ice
Level 6 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a piece of quartz)
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- DEX · half damage
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side) and makes a Dexterity saving throw, taking 10d6 cold damage on a failed save or half as much damage on a successful one. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it has immunity to cold, poison, and psychic damage and vulnerability to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw, taking 5d6 cold damage on a failed save or half as much damage on a successful one.
At higher levels The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each spell slot level above 6.
Wall of Plasma
Level 5 Molten-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- DEX · Half damage.
A wall of contained plasma rises from a solid surface within range. The wall is up to 60 feet long, 20 feet high, and 1 foot thick, and it blocks line of sight. When a creature enters the wall's space for the first time on a turn, or starts its turn there, it makes a Dexterity saving throw, taking 8d8 plasma damage on a failed save or half as much on a successful one. A creature that ends its turn within 10 feet of the far side of the wall takes 5d8 plasma damage.
At higher levels When cast using a slot of 6th level or higher, damage on entry increases by 1d8 per slot level above 5th.
Wall of Stone
Level 5 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a cube of granite)
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- DEX
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (you choose which side). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness, and it has immunity to poison and psychic damage. Reducing a panel to 0 hit points destroys it, and the GM decides whether connected panels collapse. If you maintain your concentration on this spell for its full duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
Wall of Thorns
Level 6 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a handful of thorns)
- Duration:
- Concentration, up to 10 minutes
- Saving throw:
- DEX · half damage
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature in its area makes a Dexterity saving throw, taking 7d8 piercing damage on a failed save or half as much damage on a successful one. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters a space in the wall on a turn or ends its turn there, the creature makes a Dexterity saving throw, taking 7d8 slashing damage on a failed save or half as much damage on a successful one. A creature makes this save only once per turn.
At higher levels Both types of damage increase by 1d8 for each spell slot level above 6.
Ward Sign
Abjuration cantrip
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- S
- Duration:
- 1 hour
You draw a sign on a door, lid, or seam. While the sign holds, you know when the thing it marks is opened, and you know who opened it if that creature is within your line of sight. The sign is visible to any creature that looks for it, and wiping it away takes an action and ends the spell. You can have one ward sign active at a time, and drawing a second ends the first.
Warding Bond
Level 2 Abjuration
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S, M (a pair of platinum rings worth 50+ gm each, which you and the target must wear for the duration)
- Duration:
- 1 hour
You touch another creature that is willing and create 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, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.
Warmth
Level 1 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Instantaneous
You lay a hand on a creature and sunlight passes through the contact. The target regains 1d8 + your spellcasting ability modifier hit points. This spell has no effect on constructs or undead.
At higher levels The healing increases by 1d8 for each slot level above 1st.
Wash
Level 1 Water-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Instantaneous
You put a hand on a creature and run a slow tide through it. The target regains 1d8 + your spellcasting ability modifier hit points. If the target is at half its hit point maximum or lower when you cast the spell, it regains 2 additional hit points. The skin under your hand stays cold for a minute.
At higher levels The healing increases by 1d8 for each slot level above 1st.
Water Breathing
Level 3 Transmutation (ritual)
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a short reed)
- Duration:
- 24 hours
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends, and they also retain their normal mode of respiration.
Water Walk
Level 3 Transmutation (ritual)
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- V, S, M (a piece of cork)
- Duration:
- 1 hour
This spell grants the ability to move across any liquid surface, such as water, acid, mud, snow, quicksand, or lava, as if it were solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a bonus action to pass from the liquid's surface into the liquid and back, but if the target falls into the liquid, the target passes through the surface into the liquid below.
Web
Level 2 Conjuration
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S, M (a bit of spiderweb)
- Duration:
- Concentration, up to 1 hour
- Saving throw:
- DEX
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, 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. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Weird
Level 9 Illusion
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- WIS · half damage
You try to create illusory terrors in others' minds. Each creature of your choice in a 30-foot-radius sphere centered on a point within range makes a Wisdom saving throw. On a failed save, a target takes 10d10 psychic damage and has the Frightened condition for the duration. On a successful save, a target takes half as much damage only. A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 psychic damage. On a successful save, the spell ends on that target.
Weld
Level 4 Molten-Rifting
- Casting time:
- 1 action
- Range:
- Melee · Touch
- Components:
- V, S
- Duration:
- Instantaneous
You drive heat through a creature's body until it returns to the shape it held before. The target regains 6d8 hit points, and one severed or ruined limb is reformed, provided the original limb is present or the target has enough mass to spare. The process takes a full round of sustained contact. The target has disadvantage on attack rolls and ability checks until the end of its next turn.
At higher levels The healing increases by 1d8 for each slot level above 4.
Wellspring
Level 6 Water-Rifting
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- Instantaneous
A standing wave of Rift-charged water breaks over a 30-foot-radius sphere centered on a point you can see within range. Each creature of your choice in the area regains 5d8 hit points and stops Burning. Unprotected paper, powder, and open electronics in the area are ruined.
At higher levels The healing increases by 1d8 for each slot level above 6th.
Whisper
Ether-Rifting cantrip
- Casting time:
- 1 action
- Range:
- Close · 30 feet
- Components:
- S
- Duration:
- 1 round
You push a sentence of no more than ten words into the mind of one creature you can see within range. It arrives in your voice, and the target knows it came from you. The target can reply the same way on its turn. The message compels no action, and the spell works through vacuum, hull plating, and comm blackout.
At 5th level the range increases to 60 feet and the limit to twenty words. At 11th level you no longer need to see the target, only to know it and be within range. At 17th level the range increases to 300 feet.
Wind Walk
Level 6 Transmutation
- Casting time:
- 1 minute
- Range:
- Close · 30 feet
- Components:
- V, S, M (a candle)
- Duration:
- 8 hours
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, has immunity to the Prone condition, and has resistance to bludgeoning, piercing, and slashing damage. The only actions a target can take in this form are the Dash action or an 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 an 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.
Wind Wall
Level 3 Evocation
- Casting time:
- 1 action
- Range:
- Medium · 120 feet
- Components:
- V, S, M (a fan and a feather)
- Duration:
- Concentration, up to 1 minute
- Saving throw:
- STR · half damage
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 bludgeoning damage on a failed save or half as much damage on a successful one. The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.
Wish
Level 9 Conjuration
- Casting time:
- 1 action
- Range:
- Melee · Self
- Components:
- V
- Duration:
- Instantaneous
Wish is the mightiest spell a mortal can cast. By speaking aloud, you can alter reality. The basic use of this spell is to duplicate any other spell of level 8 or lower. If you use it this way, you don't need to meet any requirements to cast that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice: Object Creation. You create one object of up to 25,000 gm in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space that you can see on the ground. Instant Health. You allow yourself and up to twenty creatures that you can see to regain all hit points, and you end all effects on them listed in the Greater Restoration spell. Resistance. You grant up to ten creatures that you can see resistance to one damage type that you choose. This resistance is permanent. Spell Immunity. You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. Sudden Learning. You replace one of your feats with another feat for which you are eligible. You lose all the benefits of the old feat and gain the benefits of the new one. You can't replace a feat that is a prerequisite for any of your other feats or features. Roll Redo. You undo a single recent event by forcing a reroll of any die roll made within the last round (including your last turn). Reality reshapes to accommodate the new result. For example, a Wish spell can undo an ally's failed saving throw or a foe's critical hit. You can force the reroll to be made with advantage or disadvantage, and you choose whether to use the reroll or the original roll. Reshape Reality. You can wish for something not included in any of the other effects. To do so, state your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance. The greater the wish, the greater the likelihood that something goes wrong. The spell can fail, the effect you desire can be achieved only in part, or the way you worded the wish can bring you an unforeseen consequence. For example, wishing that a villain were dead can propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or an artifact can instantly transport you to the presence of the item's current owner. If your wish is granted and its effects have consequences for a whole community, region, or world, you are likely to attract powerful foes. If your wish would affect a god, the god's divine servants can instantly intervene to prevent it or to encourage you to craft the wish in a particular way. If your wish would undo the multiverse, your wish fails. The stress of casting Wish to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength score becomes 3 for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.
Witness
Level 7 Divination
- Casting time:
- 10 minutes
- Range:
- Melee · Touch
- Components:
- V, S, M (an unbroken mirror, which cracks when the spell ends)
- Duration:
- Concentration, up to 10 minutes
You touch a place or object and watch what happened to it. Name a span of time within the last 30 days. You see and hear events that occurred within 30 feet of the touched point during that span, played forward at a speed you set, as an observer that cannot be perceived and cannot interact. You cannot see into a space that was warded against divination at the time, and such gaps appear as unlit silence, so you know a gap is there. You keep what you saw as ordinary memory.
Word of Recall
Level 6 Conjuration
- Casting time:
- 1 action
- Range:
- Melee · 5 feet
- Components:
- V
- Duration:
- Instantaneous
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect. You must designate a location, such as a temple, as a sanctuary by casting this spell there.
Zenith
Level 8 Sun-Rifting
- Casting time:
- 1 action
- Range:
- Extreme · 1 mile
- Components:
- V, S
- Duration:
- Instantaneous
- Saving throw:
- DEX · Half damage.
You draw a narrow measure of light from the nearest star. At the start of your next turn, a column of light 10 feet wide falls on a point you can see or accurately designate within range. Each creature in the column makes a Dexterity saving throw, taking 12d6 radiant damage and 12d6 fire damage on a failed save or half as much on a successful one. Objects in the column that are not worn or carried ignite, and structures take double damage. The column is visible from orbit, and a creature that sees it coming can move before it lands.
Zone of Truth
Level 2 Enchantment
- Casting time:
- 1 action
- Range:
- Medium · 60 feet
- Components:
- V, S
- Duration:
- 10 minutes
- Saving throw:
- CHA
You create a zone against deception in a 15-foot-radius sphere centered on a point within range. A creature that enters the sphere for the first time on a turn, or starts its turn there, makes a Charisma saving throw. On a failed save, it cannot speak a deliberate lie while it is in the sphere. You know whether each creature succeeded or failed. An affected creature knows it is affected. It can refuse to answer a question it would otherwise answer with a lie, and it can be evasive but must be truthful.