Animal Friendship
Animal Friendship
You allow your inner beauty to shine through in song and dance whether to call a bird from its tree or a badger from its sett.
Animal Messenger
Animal Messenger
You call a Tiny beast to you, whisper a message to it, and then give it directions to the message’s recipient. It is now your messenger.
Specify a location you have previously visited and a recipient who matches a general description, such as “a person wearing a pointed red hat in Barter Town” or “a half-orc in a wheelchair at the Striped Lion Inn.”
Speak a message of up to 25 words. For the duration of the spell, the messenger travels towards the location at a rate of 50 miles per day for a messenger with a flying speed, or else 25 miles without.
Animal Shapes
Animal Shapes
You transform the bodies of creatures into beasts without altering their minds. Each target transforms into a Large or smaller beast with a Challenge Rating of 4 or lower. Each target may have the same or a different form than other targets.
On subsequent turns, you can use your action to transform targets into new forms, gaining new hit points when they do so.
Antilife Shell
Antilife Shell
A barrier that glimmers with an oily rainbow hue pops into existence around you. The barrier moves with you and prevents creatures other than undead and constructs from passing or reaching through its surface.
Antipathy/Sympathy
Antipathy/Sympathy
You mystically impart great love or hatred for a place, thing, or creature. Designate a kind of intelligent creature, such as dragons, goblins, or vampires. The target now causes either antipathy or sympathy for the specified creatures for the duration of the spell. When a designated creature successfully saves against the effects of this spell, it immediately understands it was under a magical effect and is immune to this spell’s effects for 1 minute.
Aspect of the Moon
Aspect of the Moon
You throw your head back and howl like a beast, embracing your most basic impulses. Until the spell ends your hair grows, your features become more feral, and sharp claws grow on your fingers. You gain a +1 bonus to AC, your Speed increases by 10 feet, you have advantage on Perception checks, and your unarmed strikes deal 1d8 slashing damage.
Awaken
Awaken
You impart sentience in the target, granting it an Intelligence of 10 and proficiency in a language you know. A plant targeted by this spell gains the ability to move, as well as senses identical to those of a human.
Axis Slayer
Axis Slayer
Barkskin
Barkskin
The target’s skin takes on the texture and appearance of bark, increasing its AC to 16 (unless its AC is already higher).
Beautify Creature
Beautify Creature
The creature is immediately and beautifully groomed, as if it had been lovingly attended to by a group of no less than 4 highly-skilled servants. Its clothing (if it has any) will be spotlessly clean with any minor damage mended and, at the creature’s option, it may also be festooned with ribbons, be perfumed, and have makeup, face paint, or body paint applied. If the creature desires, its hair, beard, fur, and/or feathers can be styled or cut by this spell.
Blight
Blight
Necrotic energies drain moisture and vitality from the target, dealing 8d8 necrotic damage. Undead and constructs are immune to this spell.
Blinkwitch
Blinkwitch
Call Lightning
Call Lightning
A 60-foot radius storm cloud that is 10 feet high appears in a space 100 feet above you. If there is not a point in the air above you that the storm cloud could appear, the spell fails (such as if you are in a small cavern or indoors).
Charm Monster
Charm Monster
You only require line of sight to the target (not line of effect) and it has
Charm Person
Charm Person
You only require line of sight to the target (not line of effect) and it has
Cobra's Spit
Cobra's Spit
Until the spell ends, you can use an action to spit venom, making a ranged spell attack at a creature or object within 30 feet.
Commune with Nature
Commune with Nature
Until the spell ends, your spirit bonds with that of nature and you learn about the surrounding land. When cast outdoors the spell reaches 3 miles around you, and in natural underground settings it reaches only 300 feet. The spell fails if you are in a heavily constructed area, such as a dungeon or town.
You learn up to 3 facts of your choice about the surrounding Region:
Confusion
Confusion
You assault the minds of your targets, filling them with delusions and making them
Conjure Animals
Conjure Animals
You summon forth the spirit of a beast that takes the physical form of your choosing in unoccupied spaces you can see.
Choose one of the following:
Conjure Elemental
Conjure Elemental
You summon a creature from the Elemental Planes. This creature uses the statistics of a conjured elemental creature (detailed below) with certain traits determined by your choice of its type: air, earth, fire, or water.
The creature is friendly to you and your companions and takes its turn immediately after yours. It obeys your verbal commands. Without such commands, the creature only defends itself.
Conjure Fey
Conjure Fey
You summon a creature from the Dreaming. This creature uses the statistics of a fey creature (detailed below) with certain traits determined by your choice of its type: hag, hound, or redcap.
The creature is friendly to you and your companions and takes its turn immediately after yours. It obeys your verbal commands. Without such commands, the creature only defends itself.
Conjure Woodland Beings
Conjure Woodland Beings
You summon up to 3 creatures from the Dreaming.
Contagion
Contagion
Your touch inflicts a hideous disease. Make a melee spell attack. On a hit, you afflict the target with a disease chosen from the list below.
Control Water
Control Water
Water inside the area is yours to command. On the round you cast it, and as an action on subsequent turns until the spell ends, you can choose one of the following effects. When you choose a different effect, the current one ends.
Control Weather
Control Weather
Area: 5-mile radius
Corpse Explosion
Corpse Explosion
A corpse explodes in a poisonous cloud.
Cure Wounds
Cure Wounds
The target regains hit points equal to 1d8 + your
Darklight
Darklight
You create an enchanted flame that surrounds your hand and produces no heat, but sheds
Darkvision
Darkvision
The target gains darkvision out to a range of 60 feet.
Daylight
Daylight
Magical light fills the area.
Deadly Beckoning
Deadly Beckoning
Until the spell ends, the target is charmed by you and friendly towards you. The spell ends if you or your companions do anything harmful towards the target. While charmed in this way, the target must move in as direct of a path as it can toward you on its turn. Once it is within reach, you can touch the target on your turn, dealing 6d10 psychic damage to it and ending the spell.
Deadweight
Deadweight
The target object’s weight is greatly increased.
Decomposer
Decomposer
Detect Magic
Detect Magic
Range: Special (30-foot radius)
Until the spell ends, you automatically sense the presence of magic within range, and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).
The spell penetrates most barriers but is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.
Detect Poison and Disease
Detect Poison and Disease
Range: Special (30-foot radius)
Dispel Magic
Dispel Magic
You scour the magic from your target. Any spell cast on the target ends if it was cast with a spell slot of 3rd-level or lower. For spells using a spell slot of 4th-level or higher, make an ability check with a DC equal to 10 + the spell’s level for each one, ending the effect on a success.
Dominate Beast
Dominate Beast
You assert control over the target’s mind and it is
Draining Nova
Draining Nova
Creatures in the area make a Constitution
Druidcraft
Druidcraft
You call upon your mastery of nature to produce one of the following effects within range:
Earth Barrier
Earth Barrier
Casting Time: 1 reaction, which you take when you are targeted with a ranged attack
Earthquake
Earthquake
Range: Special (500 feet)
You create a seismic disturbance in the spell’s area. Until the spell ends, an intense tremor rips through the ground and shakes anything in contact with it.
Enhance Ability
Enhance Ability
You bestow a magical enhancement on the target. Choose one of the following effects for the target to receive until the spell ends.
Entangle
Entangle
Area: 20-foot square centered on the target
Faerie Fire
Faerie Fire
Each object in a 20-foot cube within range is outlined in light (your choice of color).
Fatigued Bargain
Fatigued Bargain
Your magic suppresses a creature’s inhibitions, urging out its own self-destructive strength.
Fertilize Field
Fertilize Field
You bless the ground to accommodate a specific crop in a 130-foot square area. The soil alters its composition to become ideal for that specific plant, purging contaminants (such as salt or other undesirable minerals), instantly decomposing any bodies lying in its soil down to a depth of 5 feet, and dispelling curses of up to 4th level. For a year and a day, plants of the type specified at the casting of the spell produce 50% more yield than they normally would, potentially increasing the income of a farm if properly harvested.
Fey Tongue
Fey Tongue
You gain a +10 bonus on Insight checks made to understand the meaning of any spoken Sylvan, Elvish or Primordial that you hear, or any written text in those languages that you can touch.
Find the Path
Find the Path
Range: Same Plane
Find Traps
Find Traps
This spell reveals whether there is at least one trap within range and within line of sight. You don’t learn the number, location, or kind of traps detected. For the purpose of this spell, a trap is a hidden mechanical device or magical effect which is designed to harm you or put you in danger, such as a pit trap, symbol spell, or alarm bell on a door, but not a natural hazard.
Fire Storm
Fire Storm
Flames roar, dealing 7d10 fire damage to creatures and objects in the area and igniting unattended flammable objects. If you choose, plant life in the area is unaffected. This spell’s area consists of a contiguous group of ten 10-foot cubes in an arrangement you choose, with each cube adjacent to at least one other cube.
Flame Blade
Flame Blade
A scimitar-shaped blade of fire appears in your hand, lasting for the duration. It disappears if you drop it, but you can use a bonus action to recall it.
Flaming Sphere
Flaming Sphere
A 5-foot-diameter sphere of fire appears within range, lasting for the duration.
Fog Cloud
Fog Cloud
You create a
Force of Will
Force of Will
Casting Time: 1 reaction, which you take in response to being damaged
Foresight
Foresight
You impart the ability to see flashes of the immediate future.
Forest Army
Forest Army
While casting and concentrating on this spell, you enter a deep trance and awaken an army of trees and plants within range. These plants rise up under your control as a grove swarm and act on your initiative. Although you are in a trance and deaf and blind with regard to your own senses, you see and hear through your grove swarm’s senses. You can command your grove swarm telepathically, ordering it to advance, attack, or retreat. If the grove swarm enters your space, you can order it to carry you.
Fortified Will
Fortified Will
You harden a creature’s mind with an unbending willpower.
Freedom of Movement
Freedom of Movement
The target ignores
Geas
Geas
You give a command to a target which can understand you.
Giant Insect
Giant Insect
You transform insects and other vermin into monstrous versions of themselves.
Goodberry
Goodberry
You transform the components into 2d4 berries. For the next 24 hours, any creature that consumes one of these berries regains 1 hit point. Eating or administering a berry is an action. The berries do not provide any nourishment or sate hunger.
Grapevine
Grapevine
Range: Special (100 miles)
You cause a message in Druidic to appear on a tree or plant within range which you have seen before. You can cast the spell again to erase the message.
Greater Restoration
Greater Restoration
Healing energy rejuvenates a creature you touch and undoes a debilitating effect. You can remove one of:
Guardian
Guardian
Guidance
Guidance
The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made.
Gust of Wind
Gust of Wind
Area: Line 60 feet long and 10 feet wide
Hallucinatory Terrain
Hallucinatory Terrain
Range: Special (300 feet)
You weave a veil over the natural terrain within the area, making it look, sound, or smell like another sort of terrain. A small lake could be made to look like a grassy glade. A path or trail could be made to look like an impassable swamp. A cliff face could even appear as a gentle slope or seem to extend further than it does. This spell does not affect any manufactured structures, equipment, or creatures.
Heal
Heal
A torrent of healing energy suffuses the target and it regains 70 hit points.
Healing Word
Healing Word
Healing energy washes over the target and it regains hit points equal to 1d4 + your spellcasting modifier.
Heat Metal
Heat Metal
The target becomes oven hot. Any creature touching the target takes 2d8 fire damage when the spell is cast. Until the spell ends, on subsequent turns you can use a bonus action to inflict the same damage.
Heroes’ Feast
Heroes’ Feast
The spell summons forth a sumptuous feast with a cuisine of your choosing that provides 1 Supply for a number of creatures equal to twice your proficiency bonus.
Hold Person
Hold Person
The target is
Ice Storm
Ice Storm
Range: Special (300 feet)
Area: 20-foot radius cylinder that is 40 feet high
Inner Solace
Inner Solace
You turn a creature’s exhaustion into a well of inner strength.
Insect Plague
Insect Plague
Range: Special (300 feet)
Invigorated Strikes
Invigorated Strikes
You allow long-forgotten fighting instincts to boil up to the surface. For the duration of the spell, whenever the target deals damage with an unarmed strike or natural weapon, it deals 1d4 extra damage.
Jump
Jump
You imbue a target with the ability to make impossible leaps. The target’s jump distances increase 15 feet vertically and 30 feet horizontally.
Leila's Devastating Daylight
Leila's Devastating Daylight
Rare spell of
Lesser Restoration
Lesser Restoration
Your glowing hand removes one
Locate Animals or Plants
Locate Animals or Plants
Range: Special (5-mile radius)
Name or describe in detail a specific kind of beast or plant. The natural magics in range reveal the closest example of the target within 5 miles, including its general direction (north, west, southeast, and so on) and how many miles away it currently is.
Locate Creature
Locate Creature
Range: Special (1,000-foot radius)
Name or describe in detail a creature familiar to you. The spell reveals the general direction the creature is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it’s travelling.
Locate Object
Locate Object
Range: Special (1,000-foot radius)
Name or describe in detail an object familiar to you. The spell reveals the general direction the creature is in (south, east, northwest, and so on) if it exists within range. This includes its current trajectory if it’s travelling.
You may locate a specific object known to you, provided that you have observed it within 30 feet at least once. You may also find the closest example of a certain type of object (for example an instrument, item of furniture, compass, or vase).
Longstrider
Longstrider
Until the spell ends, the target’s Speed increases by 10 feet.
Magic Map
Magic Map
You create a map with yourself at the center, or update a map previously created with this spell. When creating a map, you choose its scale, from 100 by 100 feet to 100 by 100 miles. As part of the spell, you can make notes or other annotations on the map. The map only includes locations that you’ve seen and traveled through. The map doesn’t show areas at a significantly different elevation from your current location. If you cast the spell while you are lost, the spell fails.
At the Narrator’s discretion, some magical areas can’t be mapped with this spell.
Map Marker
Map Marker
When casting this spell, touch a map. If you cast the spell in territory not depicted on the map, the spell fails. If you are in territory depicted on the map, your position is marked by a small glowing spot on the map. The spot continues to move with your position on it, updating once per minute. If you enter territory not marked on the map, the spell ends.
Mass Cure Wounds
Mass Cure Wounds
Glowing energy rushes through the target area. Up to 6 creatures you choose that are in the area each regain hit points equal to 3d8 + your spellcasting modifier. This spell does not affect undead or constructs.
Meld Into Stone
Meld Into Stone
Until the spell ends, you meld yourself and your carried equipment into the target stone. Using your movement, you may enter the stone from any point you can touch. No trace of your presence is visible or detectable by nonmagical senses.
Mending
Mending
You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged.
Magic items and constructs may be repaired in this way, but their magic is not restored.
You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating.
Mindshield
Mindshield
The target has
Mirage Arcane
Mirage Arcane
Range: Special (Sight)
Area: Special (1-mile square)
You make terrain within the spell’s area appear as another kind of terrain, tricking all senses (including touch). The general shape of the terrain remains the same, however. A small town could resemble a woodland, a smooth road could appear rocky and overgrown, a deep pit could resemble a shallow pond, and so on.
Structures may be altered in the similar way, or added where there are none. Creatures are not disguised, concealed, or added by the spell.
Moonbeam
Moonbeam
Area: 5-foot radius cylinder that is 40 feet high
Move Earth
Move Earth
Area: Square of clay, dirt, or sand up to 40 feet on a side
Pass Without Trace
Pass Without Trace
You and allies within the area gain
Pestilence
Pestilence
A swarm of insects fills the area.
Planar Binding
Planar Binding
The target must remain within range for the entire casting of the spell (usually by means of a
Plane Shift
Plane Shift
Duration: Instantaneous or Concentration (1 minute)
Plant Growth
Plant Growth
Area: 100-foot radius (rapid) or half-mile radius (enlarged)
You channel vitality into vegetation to achieve one of the following effects, chosen when casting the spell.
Enlarged: Plants in the area are greatly enriched. Any harvests of the affected plants provide twice as much food as normal.
Poison Skin
Poison Skin
The target becomes poisonous to the touch.
Polymorph
Polymorph
The target’s body is transformed into a
Produce Flame
Produce Flame
You create a flame in your hand which lasts until the spell ends and does no harm to you or your equipment.
Protection from Energy
Protection from Energy
Until the spell ends, the target has
Protection from Poison
Protection from Poison
The target has
Purify Food and Drink
Purify Food and Drink
You remove all
Ravaging Roots
Ravaging Roots
Area: 30-foot square
Roots erupt out of an earth or stone surface that you can see within range, swelling as they smash stone and displace earth. When the spell ends, the roots wither away, but the damage remains.
Reckless March
Reckless March
You suppress exhaustion in your traveling companions. Choose any number of creatures within range when you finish casting this spell.
Regenerate
Regenerate
You touch a creature, causing its body to spontaneously heal itself. The target immediately regains 4d8 + 15 hit points and regains 10 hit points per minute (1 hit point at the start of each of its turns).
If the target is missing any body parts, the lost parts are restored after 2 minutes. If a severed part is held against the stump, the limb instantaneously reattaches itself.
Reincarnate
Reincarnate
You return the target to life, provided the target’s soul is willing and able to return to its body. If you only have a piece of the target, the spell reforms a new adult body for the soul to inhabit. Once reincarnated the target remembers everything from its former life, and retains all its proficiencies, cultural traits, and class features. The target’s heritage traits change according to its new form. The Narrator chooses the form of the new body, or rolls on Table: Reincarnation.
Table: Reincarnation
Resistance
Resistance
The target gains an expertise die to one
Scrying
Scrying
You can see and hear a specific creature that you choose.
Seed Bomb
Seed Bomb
Up to four seeds appear in your hand and are infused with magic for the duration. As an action, a creature can throw one of these seeds at a point up to 60 feet away.
Shade Collector
Shade Collector
Shapechange
Shapechange
You assume the form of a creature of a Challenge Rating equal to or lower than your level. The creature cannot be an undead or a construct, and it must be a creature you have seen.
Shillelagh
Shillelagh
You imbue the target with nature’s magical energy.
Skinchanger
Skinchanger
Sleeplessness
Sleeplessness
You grant a creature supernatural vigor that keeps it awake.
Sleet Storm
Sleet Storm
Area: 40-foot radius cylinder that is 20 feet high
Speak with Animals
Speak with Animals
You call upon the secret lore of beasts and gain the ability to speak with them. Beasts have a different perspective of the world, and their knowledge and awareness is filtered through that perspective. At a minimum, beasts can tell you about nearby locations and monsters, including things they have recently perceived. At the Narrator’s discretion, you might be able to persuade a beast to perform a small favor for you.
Speak with Plants
Speak with Plants
Your voice takes on a magical timbre, awakening the targets to limited sentience. Until the spell ends, the targets can communicate with you and follow simple commands, telling you about recent events including creatures that have passed, weather, and nearby locations.
Spike Growth
Spike Growth
You cause sharp spikes and thorns to sprout in the area, making it
Sporesight
Sporesight
You throw a mushroom at a point within range and detonate it, creating a cloud of spores that fills the area.
Steel Renegade
Steel Renegade
Stone Shape
Stone Shape
You reshape the target into any form you choose. For example, you could shape a large rock into a weapon, statue, or chest, make a small passage through a wall (as long as it isn’t more than 5 feet thick), seal a stone door shut, or create a hiding place. The target can have up to two hinges and a latch, but finer mechanical detail isn’t possible.
Stonesense
Stonesense
You imbue the target with a preternatural understanding of stone. The target gains tremorsense out to a distance of 60 feet.
Stoneskin
Stoneskin
Until the spell ends, the target’s flesh becomes as hard as stone and it gains
Storm Kick
Storm Kick
You must be able to move in order to cast this spell. You leap into the air and flash across the battlefield, arriving feet-first with the force of a thunderbolt.
Storm of Vengeance
Storm of Vengeance
Range: Special (Sight)
Stormwalker
Stormwalker
Sufferer's Pact
Sufferer's Pact
You burn away weakness to reveal inner strength. The target takes 4d8 force damage. Then, at the start of each of its turns, it gains 2d8 temporary hit points.
Sunbeam
Sunbeam
Area: Line 60 feet long and 5 feet wide
Sunburst
Sunburst
Oozes and undead have
Thunder Bolt
Thunder Bolt
A peal of thunder ripples from a point you can see within range.
Thunderwave
Thunderwave
You create a wave of thunderous force, damaging creatures and pushing them back. Creatures in the area take 2d8 thunder damage and are pushed 10 feet away from you.
Unsecured objects completely within the area are also pushed 10 feet away from you. The thunderous boom of the spell is audible out to 300 feet.
Transfer Exhaustion
Transfer Exhaustion
Your touch draws out a creature’s exhaustion.
Transmute Exhaustion
Transmute Exhaustion
All the target creature’s levels of
Transport via Plants
Transport via Plants
You create a magical pathway between the target and a second plant that you’ve seen or touched before that is on the same plane of existence. Any creature can step into the target and exit from the second plant by using 5 feet of movement.
Tree Stride
Tree Stride
Until the spell ends, once per round you can use 5 feet of movement to enter a living tree and move to inside another living tree of the same kind within 500 feet so long as you end your turn outside of a tree. Both trees must be at least your size. You instantly know the location of all other trees of the same kind within 500 feet. You may step back outside of the original tree or spend 5 more feet of movement to appear within a spot of your choice within 5 feet of the destination tree.
Treespeaker
Treespeaker
True Resurrection
True Resurrection
Provided the target’s soul is willing and able to return to its body, it returns to life with all of its hit points.
Venomous Succor
Venomous Succor
You cause a searing poison to burn quickly through the target’s wounds, dealing 1d6 poison damage. The target regains 2d4 hit points at the start of each of its turns for the next 1d4+1 rounds.
Wall of Fire
Wall of Fire
You create a wall of fire on a solid surface. The wall can be up to 60 feet long (it does not have to be a straight line; sections of the wall can angle as long as they are contiguous), 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 blocks sight.
Wall of Stone
Wall of Stone
A nonmagical wall of solid stone appears at a point you choose. The wall is 6 inches thick and is made up of a contiguous group of ten 10-foot square sections. Alternatively, you can create 10-foot-by-20-foot sections that are only 3 inches thick.
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 any firm foundation but must merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.
Wall of Thorns
Wall of Thorns
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns on a solid surface. You can 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.
Water Breathing
Water Breathing
Until the spell ends, the targets are able to breathe underwater (and still able to respirate normally).
Water Walk
Water Walk
Until the spell ends, the targets are able to move across any liquid surface (such as water, acid, mud, snow, quicksand, or lava) as if it were solid ground. Creatures can still take damage from surfaces that would deliver damage from corrosion or extreme temperatures, but they do not sink while moving across it.
A target submerged in a liquid is moved to the surface of the liquid at a rate of 60 feet per round.
Whirlwind Kick
Whirlwind Kick
Area: Line up to 60 feet long and 15 feet wide
Wind Walk
Wind Walk
The targets assume a gaseous form and appear as wisps of cloud.
Wind Wall
Wind Wall
A wall of strong wind rises from the ground at a point you choose. 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.
Wormway
Wormway
Range: Special (150 miles