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Cleric (Nature) 1st level Enchantment Cleric 1st level Enchantment Cleric (Life) 1st level Enchantment
Cleric (Light) 1st level Evocation Cleric (Trickery) 1st level Enchantment Cleric (Knowledge) 1st level Enchantment
Cleric 1st level Transmutation Cleric (Life) 1st level Evocation Cleric 1st level Divination
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DETECT MAGIC (RITUAL) DETECT POISON AND DISEASE DISGUISE SELF
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M Concentration, up to 10 V, S 1 hour
minutes minutes
You make yourself, including your clothing, armor,
For the duration, you sense the presence of a yew leaf weapons, and other belongings on your person, look
magic within 30 feet of you. If you sense magic in different until the spell ends or until you use your
this way, you can use your action to see a faint For the duration, you can sense the presence and action to dismiss it. You can seem 1 foot shorter or
aura around any visible creature or object in the location of poisons, poisonous creatures, and taller and can appear thin, fat, or in between. You can't
diseases within 30 feet of you. You also identify change your body type, so you must adopt a form that
area that bears magic, and you learn its school of has the same basic arrangement of limbs. Otherwise,
magic, if any. the kind of poison, poisonous creature, or the extent of the illusion is up to you.
The spell can penetrate most barriers, but is disease in each case. The changes wrought by this spell fail to hold up to
blocked by 1 foot of stone, 1 inch of common The spell can penetrate most barriers, but is physical inspection. For example, if you use this spell
metal, a thin sheet of lead, or 3 feet of wood or blocked by 1 foot of stone, 1 inch of common to add a hat to your out t, objects pass through the
dirt. metal, a thin sheet of lead, or 3 feet of wood or hat, and anyone who touches it would feel nothing or
dirt. would feel your head and hair. If you use this spell to
appear thinner than you are, the hand of someone
who reaches out to touch you would bump into you
while it was seemingly still in midair. To discern that
you are disguised, a creature can use its action to
inspect your appearance and must succeed on an
Intelligence (Investigation) check against your spell
save DC.
Cleric 1st level Divination Cleric 1st level Divination Cleric (Trickery) 1st level Illusion
Cleric (War) 1st level Evocation Cleric (Light) 1st level Evocation Cleric (Death) 1st level Necromancy
Cleric (Tempest) 1st level Conjuration Cleric 1st level Evocation Cleric 1st level Evocation
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IDENTIFY (RITUAL) INFLICT WOUNDS MAGIC MISSILE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Instantaneous V, S Instantaneous
a pearl worth at least 100 gp and an owl feather Make a melee spell attack against a creature you You create three glowing darts of magical force.
can reach. On a hit, the target takes 3d10 Each dart hits a creature of your choice that you
You choose one object that you must touch necrotic damage. can see within range. A dart deals 1d4+1 force
throughout the casting of the spell. If it is a magic At Higher Levels: When you cast this spell using damage to its target. The darts all strike
item or some other magic-imbued object, you a spell slot of 2nd level or higher, the damage simultaneously and you can direct them to hit
learn its properties and how to use them, increases by 1d10 for each slot level above 1st. one creature or several.
whether it requires attunement to use, and how At Higher Levels: When you cast this spell using
many charges it has, if any. You learn whether a spell slot of 2nd level or higher, the spell
any spells are affecting the item and what they creates one more dart for each slot above 1st.
are. If the item was created by a spell, you learn
which spell created it.
If you instead touch a creature throughout the
casting, you learn what spells, if any, are
currently affecting it.
Cleric (Knowledge) 1st level Divination Cleric 1st level Necromancy Cleric (Arcana) 1st level Evocation
PROTECTION FROM EVIL AND PURIFY FOOD AND DRINK RAY OF SICKNESS
GOOD (RITUAL) CASTING TIME RANGE
1 action 60 feet
CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 10 feet COMPONENTS DURATION
V, S Instantaneous
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S Instantaneous A ray of sickening greenish energy lashes out
minutes toward a creature within range. Make a ranged
All nonmagical food and drink within a 5-foot- spell attack against the target. On a hit, the
holy water or powdered silver and iron, which the radius sphere centered on a point of your choice target takes 2d8 poison damage and must make
spell consumes within range is puri ed and rendered free of a Constitution saving throw. On a failed save, it is
poison and disease. also poisoned until the end of your next turn.
Until the spell ends, one willing creature you At Higher Levels: When you cast this spell using
touch is protected against certain types of a spell slot of 2nd level or higher, the damage
creatures - aberrations, celestials, elementals, increases by 1d8 for each slot level above 1st.
fey, ends, and undead.
The protection grants several bene ts.
Creatures of those types have disadvantage on
attack rolls against the target. The target also
can't be charmed, frightened, or possessed by
them. If the target is already charmed,
frightened, or possessed by such a creature, the
target has advantage on any new saving throw
against the relevant effect.
Cleric 1st level Abjuration Cleric 1st level Transmutation Cleric (Death) 1st level Necromancy
Cleric 1st level Abjuration Cleric (War) 1st level Abjuration Cleric (Nature) 1st level Divination
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THUNDERWAVE AID AUGURY (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cube) 1 action 30 feet 1 minute Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M 8 hours V, S, M Instantaneous
A wave of thunderous force sweeps out from a tiny strip of white cloth specially marked sticks, bones, or similar tokens
you. Each creature in a 15-foot cube originating worth at least 25 gp
from you must make a Constitution saving Your spell bolsters your allies with toughness
throw. On a failed save, a creature takes 2d8 and resolve. Choose up to three creatures within By casting gem-inlaid sticks, rolling dragon bones,
thunder damage and is pushed 10 feet away range. Each target's hit point maximum and laying out ornate cards, or employing some other
from you. On a successful save, the creature current hit points increase by 5 for the duration. divining tool, you receive an omen from an
At Higher Levels: When you cast this spell using otherworldly entity about the results of a speci c
takes half as much damage and isn't pushed. course of action that you plan to take within the next
In addition, unsecured objects that are a spell slot of 3rd level or higher, a target's hit 30 minutes. The DM chooses from the following
completely within the area of effect are points increase by an additional 5 for each slot possible omens.
automatically pushed 10 feet away from you by level above 2nd. Weal, for good results Woe, for bad results Weal
the spell's effect, and the spell emits a and woe, for both good and bad results Nothing, for
thunderous boom audible out to 300 feet. At results that aren't especially good or bad The spell
Higher Levels: When you cast this spell using a doesn't take into account any possible circumstances
spell slot of 2nd level or higher, the damage that might change the outcome, such as the casting of
additional spells or the loss or gain of a companion. If
increases by 1d8 for each slot level above 1st. you cast the spell two or more times before
completing your next long rest, there is a cumulative
25 percent chance for each casting after the rst that
you get a random reading. The DM makes this roll in
secret.
Cleric (Tempest) 1st level Evocation Cleric 2nd level Abjuration Cleric (Knowledge) 2nd level Divination
Cleric (Nature) 2nd level Transmutation Cleric (Death) 2nd level Necromancy Cleric 2nd level Enchantment
Cleric 2nd level Evocation Cleric 2nd level Transmutation Cleric 2nd level Divination
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FLAMING SPHERE GENTLE REPOSE (RITUAL) GUST OF WIND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Self (60-foot line)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M 10 days V, S, M Concentration, up to 1
minute minute
a pinch of salt and one copper piece placed on each
a bit of tallow, a pinch of brimstone, and a dusting of of the corpse's eyes, which must remain there for the a legume seed
powdered iron duration A line of strong wind 60 feet long and 10 feet
A 5-foot-diameter sphere of re appears in an You touch a corpse or other remains. For the wide blasts from you in a direction you choose
unoccupied space of your choice within range and duration, the target is protected from decay and for the spell's duration. Each creature that starts
lasts for the duration. Any creature that ends its turn its turn in the line must succeed on a Strength
within 5 feet of the sphere must make a Dexterity can't become undead.
saving throw. The creature takes 2d6 re damage on a The spell also effectively extends the time limit saving throw or be pushed 15 feet away from
failed save, or half as much damage on a successful on raising the target from the dead, since days you in a direction following the line.
one. spent under the in uence of this spell don't Any creature in the line must spend 2 feet of
As a bonus action, you can move the sphere up to 30 count against the time limit of spells such as raise movement for every 1 foot it moves when
feet. If you ram the sphere into a creature, that dead. moving closer to you. The gust disperses gas or
creature must make the saving throw against the vapor, and it extinguishes candles, torches, and
sphere's damage, and the sphere stops moving this similar unprotected ames in the area. It causes
turn. When you move the sphere, you can direct it protected ames, such as those of lanterns, to
over barriers up to 5 feet tall and jump it across pits up dance wildly and has a 50 percent chance to
to 10 feet wide. The sphere ignites ammable objects extinguish them. As a bonus action on each of
not being worn or carried, and it sheds bright light in a
20-foot radius and dim light for an additional 20 feet. your turns before the spell ends, you can change
At Higher Levels: When you cast this spell using a spell the direction in which the line blasts from you.
slot of 3rd level or higher, the damage increases by
1d6 for each slot level above 2nd.
Cleric (Light) 2nd level Conjuration Cleric 2nd level Necromancy Cleric (Tempest) 2nd level Evocation
Cleric 2nd level Enchantment Cleric (Life) 2nd level Abjuration Cleric 2nd level Divination
Cleric (War) 2nd level Transmutation Cleric (Trickery) 2nd level Illusion Cleric (Arcana) 2nd level Illusion
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PASS WITHOUT TRACE PRAYER OF HEALING PROTECTION FROM POISON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 10 minutes 30 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V Instantaneous V, S 1 hour
hour
Up to six creatures of your choice that you can You touch a creature. If it is poisoned, you
ashes from a burned leaf of mistletoe and a sprig of see within range each regain hit points equal to neutralize the poison. If more than one poison
spruce 2d8 + your spellcasting ability modi er. This spell af icts the target, you neutralize on poison that
has no effect on undead or constructs. you know is present, or you neutralize one at
A veil of shadows and silence radiates from you, At Higher Levels: When you cast this spell using random.
masking you and your companions from a spell slot of 3rd level or higher, the healing For the duration, the target has advantage on
detection. For the duration, each creature you increases by 1d8 for each slot level above 2nd. saving throws against being poisoned, and it has
choose within 30 feet of you (including you) has a resistance to poison damage.
+10 bonus to Dexterity (Stealth) checks and
can't be tracked except by magical means. A
creature that receives this bonus leaves behind
no tracks or other traces of its passage.
Cleric (Trickery) 2nd level Abjuration Cleric 2nd level Evocation Cleric 2nd level Abjuration
Cleric (Death) 2nd level Necromancy Cleric (Light) 2nd level Evocation Cleric (Tempest) 2nd level Evocation
Cleric 2nd level Illusion Cleric (Nature) 2nd level Transmutation Cleric (War) 2nd level Evocation
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SUGGESTION WARDING BOND ZONE OF TRUTH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, up to 8 V, S, M 1 hour V, S, M 10 minutes
hours
a pair of platinum rings worth at least 50 gp each, You create a magical zone that guards against
a snake's tongue and either a bit of honeycomb or a which you and target must wear for the duration deception in a 15-foot-radius sphere centered
drop of sweet oil on a point of your choice within range. Until the
This spell wards a willing creature you touch and spell ends, a creature that enters the spell's area
You suggest a course of activity (limited to a sentence creates a mystic connection between you and for the rst time on a turn or starts its turn there
or two) and magically in uence a creature you can see the target until the spell ends. While the target is must make a Charisma saving throw. On a failed
within range that can hear and understand you. within 60 feet of you, it gains a +1 bonus to AC
Creatures that can't be charmed are immune to this save, a creature can't speak a deliberate lie while
effect. The suggestion must be worded in such a and saving throws, and it has resistance to all in the radius. You know whether each creature
manner as to make the course of action sound damage. Also, each time it takes damage, you succeeds or fails on its saving throw.
reasonable. Asking the creature to stab itself, throw take the same amount of damage. An affected creature is aware of the spell and
itself onto a spear, immolate itself, or do some other The spell ends if you drop to 0 hit points or if you can thus avoid answering questions to which it
obviously harmful act ends the spell. and the target become separated by more than would normally respond with a lie. Such
The target must make a Wisdom saving throw. On a 60 feet. It also ends if the spell is cast again on creatures can be evasive in its answers as long as
failed save, it purses the course of action you either of the connected creatures. You can also it remains within the boundaries of the truth.
described to the best of its ability. The suggested dismiss the spell as an action.
course of action can continue for the entire duration.
If the suggested activity can be completed in a shorter
time, the spell ends when the subject nishes what it
was asked to do. You can also specify conditions that
will trigger a special activity during the duration. For
example, you might suggest that a knight ve her
warhorse to the rst beggar she meets. If the
condition isn't met before the spell expires, the
activity isn't preformed. If you or any of your
companions damage the target, the spell ends.
Cleric (Knowledge) 2nd level Enchantment Cleric 2nd level Abjuration Cleric 2nd level Enchantment
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