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1st-level evocation [PHB 221] 6th-level necromancy [PHB 221] 5th-level abjuration [PHB 221]
Casting time 1 action Casting time 1 action Casting time 1 action
Range 120 feet Range 150 feet Range Self (30-foot radius)
Components V, S, M (a diamond worth 50 Components V, S, M (the powder of a Components V
gp) crushed black pearl worth at least 500 Duration Concentration, up to 10
Duration Instantaneous gp) minutes
Duration Instantaneous
The target creature is charmed by you A creature you touch is healed a number
unless it passes a Wisdom saving throw. of hit points equal to 1d8 + your
If charmed, the target must use its action A holy aura emanates from you, allowing spellcasting ability modifier. This has no
before movement to attack a nearby all allies within 30 feet of you to deal an effect on undead or constructs.
creature that you designate. You must extra 1d4 radiant damage when it hits
maintain the spell as an action each turn with a melee weapon attack.
and the target can make a new Wisdom
saving throw at the end of each round to AT HIGHER LEVELS
end the spell. The hit points healed increase by 1d8 for
each slot level above 1st used to cast this
spell.
You create up to 4 torch-sized lights a 15-foot radius sphere of darkness
within range, each shedding light in a 10- emanates from a point or object you Touched creature gains Darkvision out to
foot radius. You can move the lights up to designate within range. Darkvision and 60 feet for the duration.
60 feet per round as a bonus action, but nonmagical light cannot pierce it.
the lights must remain within range of Completely covering the source of the
the spell and within 20 feet of each other. darkness suppresses the effect.
You point at a spot and a tiny yellow light
The affected creature is protected appears there for as long as you
somewhat against death. The first time concentrate or release the effect. When
Bright light emanates from a point or the effect ends, the bead detonates out to
the creature would drop to 0 HP, it
object you designate within range for the a 20-foot radius damaging all creatures in
instead drops to 1 HP and the spell ends.
duration. Covering the source of the light range. Creatures make a Dexterity save
If the target is subject to an effect that
suppresses the effect. for half damage. This deals 12d6 fire
would cause instant death without
dealing damage, the effect is negated and damage, increasing by 1d6 for each
the spell ends. round the bead remains undetonated.
AT HIGHER LEVELS
The damage increases by 1d6 for each
slot level above 7th used to cast this spell.
GREATER RESTORATION GUARDIAN OF FAITH GUARDS AND WARDS
5th-level abjuration [PHB 246] 4th-level conjuration [PHB 246] 6th-level abjuration [PHB 248]
Casting time 1 action Casting time 1 action Casting time 10 minutes
Range Touch Range 30 feet Range Touch
Components V, S, M (diamond dust Components V Components V, S, M (burning incense,
worth at least 100 gp, which the spell Duration 8 hours brimstone, oil, a knotted string, umber
consumes) hulk blood, and a silver rod worth 10
Duration Instantaneous gp)
Duration 24 hours
A Large guardian appears in an
You reduce to target's exhaustion level by unoccupied space you designate within
one, or end one of the following effects: range. Whenever a creature comes within up to 2,500 square feet is warded.
10 feet of the guardian for the first time, it Corridors fill with fog, doors are magically
One Charm or Petrify effect; must make a Dexterity saving throw or locked, stairways are filled with webs, and
one curse, including attunement to a take 20 radiant damage, half damage on other effects of your choice. This effect
cursed item; a successful save. The guardian vanishes can become permanent if cast every day
once it has dealt 60 damage, or the spell for 1 year.
any one ability score reduction; or
expires.
Dispel Magic can only remove one of
one max HP reduction
these effects at a time.
Make a ranged spell attack against a A blast of wind 60 feet long and 10 feet
target within range. The target takes 4d6 wide blasts from you in the direction you
radiant damage and the next attack made choose. Each creature that starts its turn
Before the spell ends, the touched
against it before the end of your next turn in that area must make a Strength saving
creature can roll 1d4 and add the result to
has advantage. throw of be pushed 15 feet in the
any one ability check.
direction the wind is blowing. This wind
disperses vapors and has a 50% chance to
snuff out protected fires. You can redirect
AT HIGHER LEVELS the wind each round as a bonus action.
The damage increases by 1d6 for each
slot level above 1st used to cast this spell.
You deal 14d6 necrotic damage to a This spell heals 70 hit points to any
A willing creature within range has its
creature within range. It can make a creature within range, and also cures
speed doubled, gains +2 to AC, has
Constitution saving throw for half blindness, deafness, and any diseases
advantage on Dexterity saving throws,
damage. This spell cannot reduce a affecting it. This has no effect on undead
and gains an additional action on each of
creature's HP below 1. If the target failed or constructs.
its turns. That extra action can only be
its Constitution save, it has its Maximum
used to Attack (one weapon attack only),
HP reduced by the amount of damage the
Dash, Disengage, Hide, or Use an Object.
spell dealt for 1 hour. Any effect that
When the effect ends, the creature cannot
AT HIGHER LEVELS
removes disease removes this effect as
well. move or take actions until after its next The creature heals an additional 10 hit
turn. points for every slot level above 6th used
to cast this spell.
A creature of your choice that you can see Any creature within range that is in
within range is healed 1d4 + you physical contact with a metal object takes You point your finger at a creature in
spellcasting ability modifier hit points. 2d8 fire damage. Creatures holding metal range that just damaged you. It is
This has no effect on undead or make a CON save or drop the item. Those wreathed in flame and takes 2d10 fire
constructs. that do not drop have disadvantage on damage, Dexterity save for half damage.
attacks and ability checks until your next
turn.
AT HIGHER LEVELS AT HIGHER LEVELS AT HIGHER LEVELS
The creature heals an extra 1d4 hit points The damage increases by 1d8 for each The target takes an extra 1d10 damage
for each slot level above 1st used to cast slot level above 2nd used to cast this for each slot level above 1st used to cast
this spell. spell. this spell.
A 10-foot dome of force appears around One creature or object of your choice
and above you. Up to nine creatures plus You touch a creature and end one disease floats up to 20 feet up for the duration. A
you can fit inside the dome. Spells and or condition (blinded, deafened, creature can move only by pushing or
other effects cannot be cast into or paralyzed, or poisoned) affecting it. pulling along a solid object, like climbing.
through the dome and you can control You can change the target's altitude by 20
how bright it is inside. feet per round. If you are the target, you
can move up or down as part of your
movement.
Touched creature's speed increases by 10 A spectral, floating hand appears within
feet for the duration. range for the duration. You can move the
Touched creature gains a protective
hand up to 30 feet as an action. It can
magical force, granting it an AC of 13 +
manipulate objects and open doors and
Dexterity modifier. The spell ends if the
containers. It cannot attack, activate
target dons armor or if you dismiss the
magic items, or carry more than 10
effect as an action.
AT HIGHER LEVELS pounds.
You can target one additional creature for
each slot level above 1st used to cast this
spell.
If cast as an action, choose a spot within
range that you can see. All plant life
within 100 feet of that spot becomes thick You target a creature within range that
A creature within range is transformed
and overgrown and creatures must spend you can see. The creature must succeed
into a new form. This new form can have
4 feet of movement to move 1 foot. on a Constitution saving throw or take
a CR of up to the transformed creature's
1d12 damage. This spell's damage
If cast as 8 hours, you enrich the land CR or level. An unwilling creature can
increases to 2d12 at 5th level, 3d12 at
within half a mile. The plants within range make a Wisdom saving throw to avoid
11th level, and 4d12 at 17th level.
become enriched for 1 year, yielding this effect.
twice the normal amount of food when
harvested.
You target a creature within range. If that
The touched creature regains all of its hit
You target one creature within range. If creature has 150 hit points or less, it is
points and is cured of the charmed,
that creature has 100 or fewer hit points, stunned, otherwise the spell does
frightened, paralyzed, or stunned
it dies instantly. If it has more than 100 hit nothing. On each of its turns the creature
conditions. If the creature is prone it can
points, this spell has no effect. makes a Constitution saving throw. On a
stand up as a reaction. This spell has no
successful save, the creature is no longer
effect on undead or constructs.
stunned.
Each target within a 60-foot cone rolls a
Dexterity saving throw and 1d8. The 1d8
Up to six creatures within range regain With this spell you can: create a harmless roll determines the effect for that
2d8 + your spellcasting modifier hit sensory effect; light or snuff a small fire creature:
points. This spell has no effect on undead or candle; clean or soil a small object; 1: 10d6 fire damage; 2: 10d6 acid
and constructs. chill, warm or flavor nonliving material; damage; 3: 10d6 lightning damage; 4:
make a color or mark appear on a surface 10d6 poison damage; 5: 10d6 cold
for 1 hour; create a trinket in your hand damage; 6: target must make
until your next turn. Constitution saves until it passes or fails 3
AT HIGHER LEVELS you can have up to 3 non-instantaneous times. 3 failures makes it petrified; 7:
Creatures regain an additional 1d8 hit effects active at once. target is blinded, then transported to a
points for each slot level above 2nd used random plane of existence; 8: 2 other
to cast this spell.
effects, roll 1d8 twice and take both.
RARY'S TELEPATHIC BOND RAY OF ENFEEBLEMENT RAY OF FROST
5th-level divination [PHB 270] 2nd-level necromancy [PHB 271] Evocation cantrip [PHB 271]
Casting time 1 action Casting time 1 action Casting time 1 action
Range 30 feet Range 60 feet Range 60 feet
Components V, S, M (pieces of eggshell Components V, S Components V, S
from two different kinds of creatures) Duration Concentration, up to 1 minute Duration Instantaneous
Duration 1 hour
Make a ranged spell attack against a
Make a ranged spell attack against a
You forge a telepathic link with up to 8 target within range. On a hit, the target
target. On a hit, the target deals half
willing creatures of your choice within takes 1d8 cold damage and has its speed
damage with weapon attacks that use
range. For the duration, the targets can reduced by 10 feet for one round. The
Strength. The target can make a
communicate telepathically over any spell's damage increases to 2d8 at 5th
Constitution saving throw at the end of
distance, though not across planes of level, 3d8 at 11th level, and 4d8 at 17th
each of its turns to end this effect.
existence. level.
Make a ranged spell attack against a
target you can see within range. On a hit, You touch a dead creature that has been
Touched creature regains 4d8 + 15 hit
the target takes 2d8 poison damage and dead no longer than 10 days. The spell
points instantly. For the duration, the
must make a Constitution saving throw. forms a new adult body and calls that
target also regains 1 hit point at the start
On a failure, it is also poisoned until the soul to it. The DM rolls 1d100 to
of each turn (10 HP per minute).
end of your next turn. determine the new race of the target. The
The target's severed body members are creature retains all memories and
restored after 2 minutes as long as you capabilities it had before, exchanging its
AT HIGHER LEVELS hold the severer part against the stump. racial abilities for that of its new form.
The damage increases by 1d8 for each
slot level above 1st used to cast this spell.
You touch a dead creature that has been
dead no more than a century that didn't
At your touch, all curses affecting one die of old age and isn't undead, and bring
creature or object end. If the object is a it back to life.
Once before the spell expires, the
cursed magic item, its curse remains, but Creatures brought back this way take a -4
touched creature can roll 1d4 and add the
the spell breaks its attunement to the penalty on attack rolls, saves, and ability
result to any one saving throw.
owner of the object so it can be removed checks, decreasing the penalty by 1 for
or discarded. every long rest completed.
After casting this spell, you cannot cast
spells and have disadvantage on attacks,
saves, and ability checks until you finish a
long rest.
REVERSE GRAVITY REVIVIFY ROPE TRICK
7th-level transmutation [PHB 272] 3rd-level conjuration [PHB 272] 2nd-level transmutation [PHB 272]
Casting time 1 action Casting time 1 action Casting time 1 action
Range 100 feet Range Touch Range Touch
Components V, S, M (a lodestone and Components V, S, M (diamonds worth Components V, S, M (powdered corn
iron filings) 300 gp) extract and a twisted loop of
Duration Concentration, up to 1 minute Duration Instantaneous parchment)
Duration 1 hour
Gravity reverses in a 50-foot radius, 100-
You touch a length of rope up to 60 feet
foot tall cylinder area centered on a spot
long that then stands up straight. At the
you can see within range. A creature
You touch a creature that has died within top of the rope opens an
caught in this area can make a Dexterity
the past minute and return it to life with 1 extradimensional space that can fit up to
saving throw to grab onto a fixed object
hit point. This does not work on creatures eight medium or smaller creatures. The
within reach to avoid falling up. Creatures
that died of old age, nor can it restore lost rope can be pulled into the space to hide
stop falling when they reach the top of
body parts. it as well.
the cylinder or hit a ceiling or other fixed
object above them. When the spell Attacks and spells cannot pass through
expires, creatures in the area fall as the extradimensional portal and anything
normal. inside the space when the spell expires
drops.
You create three rays of fire and hurl
A creature within range is warded from them at targets within range. You can
Flames descend on a creature within attacks. Any creature who targets the target separate creatures with each or
range that you can see. That creature warded creature with an attack or spell target one creature with multiple rays.
makes a Dexterity saving throw or takes must first make a Wisdom saving throw. Make a ranged spell attack. On a hit, the
1d8 radiant damage. The damage On a failed save the creature must select target takes 2d6 fire damage.
increases to 2d8 at 5th level, 3d8 at 11th a new target or lost the attack or spell.
level, and 4d8 at 17th level.
This effect ends if the warded creature
attacks or casts a spell that affects an AT HIGHER LEVELS
enemy creature.
One additional ray is created for each slot
level above 2nd used to cast this spell.
You send a short message to any creature A willing creature or object is hidden
You change the appearance of up to 8 with which you are familiar. The creature away. It becomes invisible and
creatures within range, giving each target hears the message in its mind and can undetectable through divination. If the
a new, illusory appearance. Creatures can respond immediately. target is a creature it enters a state of
make an Investigation check to discern suspended animation.
the illusions for what they are. This can send a message across any
distance and even to other planes of You can set a condition for the spell to
existence, but there is a 5% chance it fails end early. The condition must be visible
if the recipient is on another plane. and take place within 1 mile of the
creature. This effect also ends if the
subject takes any damage.
A sudden loud, ringing noise emanates in
a 10-foot radius from a point you
designate within range. Creatures within
An invisible barrier of magical force
For the duration, you transform into a the area take 2d8 thunder damage, with a
appears and protects you. Until the start
creature that you have seen before that Constitution saving throw for half
of your next turn you have a +5 bonus to
has a CR equal to or lower than your level. damage.
your AC, including against the triggering
You can alter your form as an action,
attack, and take no damage from Magic
following the same restrictions.
AT HIGHER LEVELS Missile.
The damage increases by 1d8 for each
slot level above 2nd used to cast this
spell.
The club or quarterstaff becomes magical Make a melee spell attack. On a hit, the
for the duration. You can use your target takes 1d8 lightning damage and
A shimmering force surrounds a creature spellcasting modifier instead of Strength can't take reactions until its next turn.
of your choice within range, granting +2 for attack and damage rolls with the This damage increases to 2d8 at 5th level,
AC for the duration. weapon for the duration, and the damage 3d8 at 11th level, and 4d8 at 17th level.
die becomes 1d8.
TELEPORT TELEPORTATION CIRCLE TENSER'S FLOATING DISK
7th-level conjuration [PHB 281] 5th-level conjuration [PHB 282] 1st-level conjuration [PHB 282]
Casting time 1 action Casting time 1 minute Casting time 1 action
Range 10 feet Range 10 feet Range 30 feet
Components V Components V, M (rare chalks and inks Components V, S, M (a drop of mercury)
Duration Instantaneous worth 50 gp) Duration 1 hour
Duration 1 round
You draw a 10-foot diameter circle on the You create a 3-foot wide disk of force that
You transport yourself and up to eight
ground, linking that location with a can hold up to 500 pounds. While this is
willing creatures or a 10-foot cube to a
permanent teleportation circle within 20 feet of you it does not move, but
destination on the same plane of
somewhere else on the same plane of will move to stay within 20 feet of you if
existence that is known to you.
existence. You can create a permanent you are traveling.
teleportation circle by casting this spell
every day for one year.
Creatures within a 15-foot cube of you You briefly stop time for everyone but
take 2d8 thunder damage and are yourself. You take 1d4 +1 turns in a row,
pushed 10 feet away. If they make a during which you can move and take
Constitution saving throw they take half actions as normal. The touched creature gains the ability to
damage and are not pushed. The spell ends if any of the actions you speak and understand any language for
take affect another creature or an object the duration.
worn by another creature, or if you move
more than 1,000 feet away from where
AT HIGHER LEVELS you case the spell.
The damage increases by 1d8 for each
slot level above 1st used to cast this spell.