You are on page 1of 14

ANIMAL FRIENDSHIP BANE BLESS

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 action 30 feet 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
a morsel of food
a drop of blood a sprinkling of holy water
This spell lets you convince a beast that you
mean it no harm. Choose a beast that you can Up to three creatures of your choice that you can You bless up to three creatures of your choice
see within range. It must see and hear you. If the see within range must make Charisma saving within range. Whenever a target makes an attack
beast's Intelligence is 4 or higher, the spell fails. throws. Whenever a target that fails this saving roll or a saving throw before the spell ends, the
Otherwise, the beast must succeed on a Wisdom throw makes an attack roll or a saving throw target can roll a d4 and add the number rolled to
saving throw or be charmed by you for the spell's before the spell ends, the target must roll a d4 the attack roll or saving throw.
duration. If you or one of your companions and subtract the number rolled from the attack At Higher Levels: When you cast this spell using
harms the target, the spell ends. roll or saving throw. a spell slot of 2nd level or higher, you can target
At Higher Levels: When you cast this spell using At Higher Levels: When you cast this spell using one additional creature for each slot level above
a 2nd level spell slot or higher, you can affect one a spell slot of 2nd level or higher, you can target 1st.
additional beast for each slot level above 1st. one additional creature for each slot level above
1st.

Cleric (Nature) 1st level Enchantment Cleric 1st level Enchantment Cleric (Life) 1st level Enchantment

BURNING HANDS CHARM PERSON COMMAND


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cone) 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 hour V 1 round
As you hold your hands with thumbs touching You attempt to charm a humanoid you can see You speak a one-word command to a creature you can
and ngers spread, a thin sheet of ames shoots within range. It must make a Wisdom saving see within range. The target must succeed on a
forth from your outstretched ngertips. Each throw, and does so with advantage if you or your Wisdom saving throw or follow the command on its
creature in a 15-foot cone must make a companions are ghting it. If it fails the saving next turn. The spell has no effect if the target is
undead, if it doesn't understand your language, or if
Dexterity saving throw. A creature takes 3d6 re throw, it is charmed by you until the spell ends or your command is directly harmful to it.
damage on a failed save, or half as much damage until you or your companions do anything Some typical commands and their effects follow. You
on a successful one. harmful to it. The charmed creature regards you might issue a command other than one described
The re ignites any ammable objects in the area as a friendly acquaintance. When the spell ends, here. If you do so, the DM determines how the target
that aren't being worn or carried. At Higher the creature knows it was charmed by you. behaves. If the target can't follow your command, the
Levels: When you cast this spell using a spell slot At Higher Levels: When you cast this spell using spell ends. Approach: The target moves toward you by
of 2nd level or higher, the damage increases by a spell slot of 2nd level or higher, you can target the shortest and most direct route, ending its turn if it
1d6 for each slot level above 1st. one additional creature for each slot level above moves within 5 feet of you. Drop: The target drops
whatever it is holding and then ends its turn. Flee: The
1st. The creatures must be within 30 feet of each target spends its turn moving away from you by the
other when you target them. fastest available means. Grovel: The target falls prone
and then ends its turn. Halt: The target doesn't move
and takes no actions. A ying creature stays aloft,
provided that it is able to do so. If it must move to stay
aloft, it ies the minimum distance needed to remain
in the air. At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, you can affect
one additional creature for each slot level above 1st.
The creatures must be within 30 feet of each other
when you target them.

Cleric (Light) 1st level Evocation Cleric (Trickery) 1st level Enchantment Cleric (Knowledge) 1st level Enchantment

CREATE OR DESTROY WATER CURE WOUNDS DETECT EVIL AND GOOD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Instantaneous V, S Concentration, up to 10
minutes
a drop of water if creating water or a few grains of A creature you touch regains a number of hit
sand if destroying it points equal to 1d8 + your spellcasting ability For the duration, you know if there is an
modi er. This spell has no effect on undead or aberration, celestial, elemental, fey, end, or
You either create or destroy water. constructs. undead within 30 feet of you, as well as where
Create Water: You create up to 10 gallons of At Higher Levels: When you cast this spell using the creature is located. Similarly, you know if
clean water within range in an open container. a spell slot of 2nd level or higher, the healing there is a place of object within 30 feet of you
Alternatively, the water falls as rain in a 30-foot increases by 1d8 for each slot level above 1st. that has been magically consecrated or
cube within range, extinguishing exposed ames desecrated. The spell can penetrate most
in the area. Destroy Water: You destroy up to 10 barriers, but it is blocked by 1 foot of stone, 1
gallons of water in an open container within inch of common metal, a thin sheet of lead, or 3
range. Alternatively, you destroy fog in a 30-foot feet of wood or dirt.
cube within range. At Higher Levels: When you
cast this spell using a spell slot of 2nd level or
higher, you create or destroy 10 additional
gallons of water, or the size of the cube increases
by 5 feet, for each slot level above 1st.

Cleric 1st level Transmutation Cleric (Life) 1st level Evocation Cleric 1st level Divination
1 1 1

1 1 1

1 1 1

1 1 1

1 1 1

1 1 1
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

DIVINE FAVOR FAERIE FIRE FALSE LIFE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action 60 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V Concentration, up to 1 V, S, M 1 hour
minute minute
a small amount of alcohol or distilled spirits
Your prayer empowers you with divine radiance. Each object in a 20-foot cube within range is
Until the spell ends, your weapon attacks deal outlined in blue, green, or violet light (your Bolstering yourself with a necromantic facsimile
and extra 1d4 radiant damage on a hit. choice). Any creature in the area when the spell of life, you gain 1d4+4 temporary hit points for
is cast is also outlined in light if it fails a Dexterity the duration.
saving throw. For the duration, objects and At Higher Levels: When you cast this spell using
affected creatures shed dim light in a 10-foot a spell slot of 2nd level or higher, you gain 5
radius. additional temporary hit points for each slot
Any attack roll against an affected creature or level above 1st.
object has advantage if the attacker can see it,
and the affected creature or object can't bene t
from being invisible.

Cleric (War) 1st level Evocation Cleric (Light) 1st level Evocation Cleric (Death) 1st level Necromancy

FOG CLOUD GUIDING BOLT HEALING WORD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S 1 round V Instantaneous
hour
A ash of light streaks toward a creature of your A creature of your choice that you can see within
You create a 20-foot-radius sphere of fog choice within range. Make a ranged spell attack range regains hit points equal to 1d4 + your
centered on a point within range. The sphere against the target. On a hit, the target takes 4d6 spellcasting ability modi er. This spell has no
spreads around corners, and its area is heavily radiant damage, and the next attack roll made effect on undead or constructs.
obscured. It lasts for the duration or until a wind against this target before the end of your next At Higher Levels: When you cast this spell using
of moderate or greater speed (at least 10 miles turn has advantage, thanks to the mystical dim a spell slot of 2nd level or higher, the healing
per hour) disperses it. light glittering on the target until then. increases by 1d4 for each slot level above 1st.
At Higher Levels: When you cast this spell using At Higher Levels: When you cast this spell using
a spell slot of 2nd level or higher, the radius of a spell slot of 2nd level or higher, the damage
the fog increases by 20 feet for each slot level increases by 1d6 for each slot level above 1st.
above 1st.

Cleric (Tempest) 1st level Conjuration Cleric 1st level Evocation Cleric 1st level Evocation
1 1 1

1 1 1

1 1 1

1 1 1

1 1 1

1 1 1
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

SANCTUARY SHIELD OF FAITH SPEAK WITH ANIMALS (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 30 feet 1 bonus action 60 feet 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V, S, M Concentration, up to 10 V, S 10 minutes
minutes
a small silver mirror You gain the ability to comprehend and verbally
a small parchment with a bit of holy text written on communicate with beasts for the duration. The
You ward a creature within range against attack. it knowledge and awareness of many beasts is
Until the spell ends, any creature who targets limited by their intelligence, but at minimum,
the warded creature with an attack or a harmful A shimmering eld appears and surrounds a beasts can give you information about nearby
spell must rst make a Wisdom saving throw. On creature of your choice within range, granting it locations and monsters, including whatever they
a failed save, the creature must choose a new a +2 bonus to AC for the duration. can perceive or have perceived within the past
target or lose the attack or spell. This spell day. You might be able to persuade a beast to
doesn't protect the warded creature from area perform a small favor for you, at the DM's
effects, such as the explosion of a reball. discretion.
If the warded creature makes an attack or casts a
spell that affects an enemy creature, this spell
ends.

Cleric 1st level Abjuration Cleric (War) 1st level Abjuration Cleric (Nature) 1st level Divination
1 1 1

1 1 1

1 1 1

1 1 1

1 1 1

1 1 1
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

BARKSKIN BLINDNESS/DEAFNESS CALM EMOTIONS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V 1 minute V, S Concentration, up to 1
hour minute
You can blind or deafen a foe. Choose one
a handful of oak bark creature that you can see within range to make a You attempt to suppress strong emotions in a
Constitution saving throw. If it fails, the target is group of people. Each humanoid in a 20-foot-
You touch a willing creature. Until the spell ends, either blinded or deafened (your choice) for the radius sphere centered on a point you choose
the target's skin has a rough, bark-like duration. At the end of each of its turns, the within range must make a Charisma saving
appearance, and the target's AC can't be less target can make a Constitution saving throw. On throw a creature can choose to fail this saving
than 16, regardless of what kind of armor it is a success, the spell ends. throw if it wishes. If a creature fails its saving
wearing. At Higher Levels: When you cast this spell using throw, choose one of the following two effects.
a spell slot of 3rd level or higher, you can target You can suppress any effect causing a target to
one additional creature for each slot level above be charmed or frightened. When this spell ends,
2nd. any suppressed effect resumes, provided that its
duration has not expired in the meantime.
Alternatively, you can make a target indifferent
about creatures of your choice that it is hostile
toward. This indifference ends if the target is
attacked or harmed by a spell or if it witnesses
any of its friends being harmed. When the spell
ends, the creature becomes hostile again, unless
the DM rules otherwise.

Cleric (Nature) 2nd level Transmutation Cleric (Death) 2nd level Necromancy Cleric 2nd level Enchantment

CONTINUAL FLAME ENHANCE ABILITY FIND TRAPS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Concentration, up to 1 V, S Instantaneous
hour
ruby dust worth 50 gp, which the spell consumes You sense the presence of any trap within range
fur or a feather from a beast that is within line of sight. A trap, for the purpose
A ame, equivalent in brightness to a torch, of this spell, includes anything that would in ict
springs forth from an object that you touch. The You touch a creature and bestow upon it a magical a sudden or unexpected effect you consider
effect looks like a regular ame, but it creates no enhancement. Choose one of the following effects -
the target gains the effect until the spell ends. harmful or undesirable, which was speci cally
heat and doesn't use oxygen. A continual ame Bear's Endurance: The target has advantage on intended as such by its creator. Thus, the spell
can be covered or hidden but not smothered or Constitution checks. It also gains 2d6 temporary hit would sense an area affected by the alarm spell,
quenched. points, which are lost when the spell ends. Bull's a glyph of warding, or a mechanical pit trap, but it
Strength: The target has advantage on Strength would not reveal a natural weakness in the oor,
checks, and his or her carrying capacity doubles. Cat's an unstable ceiling, or a hidden sinkhole.
Grace: The target has advantage on Dexterity checks. This spell merely reveals that a trap is present.
It also doesn't take damage from falling 20 feet or less You don't learn the location of each trap, but you
if it isn't incapacitated. Eagle's Splendor: The target
has advantage on Charisma checks. Fox's Cunning: do learn the general nature of the danger posed
The target has advantage on Intelligence checks. by a trap you sense.
Owl's Wisdom: The target has advantage on Wisdom
checks. At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, you can target
one additional creature for each slot level above 2nd.

Cleric 2nd level Evocation Cleric 2nd level Transmutation Cleric 2nd level Divination
2 2 1

2 2 1

2 2 2

2 2 2

2 2 2

2 2 2
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

HOLD PERSON LESSER RESTORATION LOCATE OBJECT


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous V, S, M Concentration, up to 10
minute minutes
You touch a creature and can end either one
a small, straight piece of iron disease or one condition af icting it. The a forked twig
condition can be blinded, deafened, paralyzed, or
Choose a humanoid that you can see within poisoned. Describe or name an object that is familiar to
range. The target must succeed on a Wisdom you. You sense the direction to the object's
saving throw or be paralyzed for the duration. At location, as long as that object is within 1,000
the end of each of its turns, the target can make feet of you. If the object is in motion, you know
another Wisdom saving throw. On a success, the the direction of its movement.
spell ends on the target. The spell can locate a speci c object known to
At Higher Levels: When you cast this spell using you, as long as you have seen it up close - within
a spell slot of 3rd level or higher, you can target 30 feet - at least once. Alternatively, the spell can
on additional humanoid for each slot level above locate the nearest object of a particular kind,
2nd. The humanoids must be within 30 feet of such as a certain kind of apparel, jewelry,
each other when you target them. furniture, tool, or weapon. This spell can't locate
an object if any thickness of lead, even a thin
sheet, blocks a direct path between you and the
object.

Cleric 2nd level Enchantment Cleric (Life) 2nd level Abjuration Cleric 2nd level Divination

MAGIC WEAPON MIRROR IMAGE NYSTUL'S MAGIC AURA


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Touch 1 action Self 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S 1 minute V, S, M 24 hours
hour
Three illusory duplicates of yourself appear in your a small square of silk
You touch a nonmagical weapon. Until the spell space. Until the spell ends, the duplicates move with
ends, that weapon becomes a magic weapon you and mimic your actions, shifting position so it's You place an illusion on a creature or an object you
with a +1 bonus to attack rolls and damage rolls. impossible to track which image is real. You can use touch so that divination spells reveal false information
At Higher Levels: When you cast this spell using your action to dismiss the illusory duplicates. about it. The target can be a willing creature or an
Each time a creature targets you with an attack during object that isn't being carried or worn by another
a spell slot of 4th level or higher, the bonus the spell's duration, roll a d20 to determine whether creature.
increases to +2. When you use a spell slot of 6th the attack instead targets one of your duplicates. If When you cast the spell, choose one or both of the
level or higher, the bonus increases to +3. you have three duplicates, you must roll a 6 or higher following effects. The effect lasts for the duration. If
to change the attack's target to a duplicate. With two you cast this spell on the same creature or object
duplicates, you must roll an 8 or higher. With one every day for 30 days, placing the same effect on it
duplicate, you must roll an 11 or higher. A duplicate's each time, the illusion lasts until it is dispelled. False
AC equals 10 + your Dexterity modi er. If an attack Aura: You change the way the target appears to spells
hits a duplicate, the duplicate is destroyed. A duplicate and magical effects, such as detect magic, that detect
can be destroyed only by an attack that hits it. It magical auras. You can make a nonmagical object
ignores all other damage and effects. The spell ends appear magical, a magical object appear nonmagical,
when all three duplicates are destroyed. A creature is or change the object's magical aura so that it appears
unaffected by this spell if it can't see, if it relies on to belong to a speci c school of magic that you choose.
senses other than sight, such as blindsight, or if it can When you use this effect on an object, you can make
perceive illusions as false, as with truesight. the false magic apparent to any creature that handles
the item. Mask: You change the way the target
appears to spells and magical effects that detect
creature types, such as a paladin's Divine Sense or the
trigger of a symbol spell. You choose a creature type
and other spells and magical effects treat the target as
if it were a creature of that type or of that alignment.

Cleric (War) 2nd level Transmutation Cleric (Trickery) 2nd level Illusion Cleric (Arcana) 2nd level Illusion
2 2 2

2 2 2

2 2 2

2 2 2

2 2 2

2 2 2
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

RAY OF ENFEEBLEMENT SCORCHING RAY SHATTER


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 120 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S Instantaneous V, S, M Instantaneous
minute
You create three rays of re and hurl them at a chip of mica
A black beam of enervating energy springs from targets within range. You can hurl them at one
your nger toward a creature within range. target or several. A sudden loud ringing noise, painfully intense,
Make a ranged spell attack against the target. On Make a ranged spell attack for each ray. On a hit, erupts from a point of your choice within range.
a hit, the target deals only half damage with the target takes 2d6 re damage. At Higher Each creature in a 10-foot-radius sphere
weapon attacks that use Strength until the spell Levels: When you cast this spell using a spell slot centered on that point must make a Constitution
ends. of 3rd level or higher, you create one additional saving throw. A creature takes 3d8 thunder
At the end of each of the target's turns, it can ray for each slot level above 2nd. damage on a failed save, or half as much damage
make a Constitution saving throw against the on a successful one. A creature made of
spell. On a success, the spell ends. inorganic material such as stone, crystal, or
metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or
carried also takes the damage if it's in the spell's
area. At Higher Levels: When you cast this spell
using a spell slot of or higher, the damage
increases by 1d8 for each slot level above 2nd.

Cleric (Death) 2nd level Necromancy Cleric (Light) 2nd level Evocation Cleric (Tempest) 2nd level Evocation

SILENCE (RITUAL) SPIKE GROWTH SPIRITUAL WEAPON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 150 feet 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S, M Concentration, up to 10 V, S 1 minute
minutes minutes
You create a oating, spectral weapon within
For the duration, no sound can be created within seven sharp thorns or seven small twigs, each range that lasts for the duration or until you cast
or pass through a 20-foot-radius sphere sharpened to a point this spell again. When you cast the spell, you can
centered on a point you choose within range. make a melee spell attack against a creature
Any creature or object entirely inside the sphere The ground in a 20-foot radius centered on a within 5 feet of the weapon. On a hit, the target
is immune to thunder damage, and creatures are point within range twists and sprouts hard spikes takes force damage equal to 1d8 + your
deafened while entirely inside it. Casting a spell and thorns. The area becomes dif cult terrain spellcasting ability modi er.
that includes a verbal component is impossible for the duration. When a creature moves into or As a bonus action on your turn, you can move the
there. within the area, it takes 2d4 piercing damage for weapon up to 20 feet and repeat the attack
every 5 feet it travels. against a creature within 5 feet of it. The weapon
The transformation of the ground is can take whatever form you choose. Clerics of
camou aged to look natural. Any creature that deities who are associated with a particular
can't see the area at the time the spell is case weapon (as St. Cuthbert is known for his mace
must make a Wisdom (Perception) check against and Thor for his hammer) make this spell's effect
your spell save DC to recognize the terrain as resemble that weapon. At Higher Levels: When
hazardous before entering it. you cast this spell using a spell slot 3rd level of or
higher, the damage increases by 1d8 for every
two slot levels above the 2nd.

Cleric 2nd level Illusion Cleric (Nature) 2nd level Transmutation Cleric (War) 2nd level Evocation
2 2 2

2 2 2

2 2 2

2 2 2

2 2 2

2 2 2
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
2 2 2

2 2 2

You might also like