Aid
Aid
You draw upon divine power, imbuing the targets with fortitude. Until the spell ends, each target increases its hit point maximum and current hit points by 5.
Alarm
Alarm
You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell, choose any number of creatures. These creatures don’t set off the alarm.
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.
Antimagic Field
Antimagic Field
An invisible sphere of antimagic forms around you, moving with you and suppressing all magical effects within it. At the Narrator’s discretion, sufficiently powerful artifacts and deities may be able to ignore the sphere’s effects.
Antimagic Zone
Antimagic Zone
A permanent, immovable zone of antimagic fills the area, suppressing all magical effects within it. At the Narrator’s discretion, sufficiently powerful artifacts and deities may be able to ignore the zone’s effects. The zone is dispelled only if more than 10 percent of its area overlaps with that of another antimagic zone spell (which is also dispelled).
Arcane Lock
Arcane Lock
The target is sealed to all creatures except those you designate (who can open the object normally). Alternatively, you may choose a password that suppresses this spell for 1 minute when it is spoken within 5 feet of the target.
Banishment
Banishment
You employ sheer force of will to make reality question the existence of a nearby creature, causing them to warp visibly in front of you.
Until the spell ends, a target native to your current plane is banished to a harmless demiplane and incapacitated. At the end of the duration the target reappears in the space it left (or the nearest unoccupied space). A target native to a different plane is instead banished to its native plane.
Battlecry Ballad
Battlecry Ballad
You fill your allies with a thirst for glory and battle using your triumphant rallying cry.
Beacon of Hope
Beacon of Hope
Hope and vitality fills the targets.
Calculated Retribution
Calculated Retribution
You surround yourself with a dampening magical field and collect the energy of a foe’s attack to use against them. When you take damage from a weapon attack, you can end the spell to halve the attack’s damage against you, gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack, you deal an additional 2d10 force damage.
Counterspell
Counterspell
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 2nd-level or lower, its spell fails and has no effect.
Death Ward
Death Ward
The first time damage would reduce the target to 0 hit points, it instead drops to 1 hit point. If the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is negated. The spell ends immediately after either of these conditions occur.
Dispel Evil and Good
Dispel Evil and Good
A nimbus of power surrounds you, making you more able to resist and destroy beings from beyond the realms material.
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.
Earth Barrier
Earth Barrier
Casting Time: 1 reaction, which you take when you are targeted with a ranged attack
Forbiddance
Forbiddance
You protect the target area against magical travel. Creatures can’t teleport into the area, use a magical portal to enter it, or travel into it from another plane of existence, such as the Astral or Ethereal Plane. The spell’s area can’t overlap with another forbiddance spell.
Force of Will
Force of Will
Casting Time: 1 reaction, which you take in response to being damaged
Freedom of Movement
Freedom of Movement
The target ignores
Globe of Invulnerability
Globe of Invulnerability
An immobile, glimmering sphere forms around you. Any spell of 5th-level or lower cast from outside the sphere can’t affect anything inside the sphere, even if it’s cast with a higher level spell slot. Targeting something inside the sphere or including the globe’s space in an area has no effect on anything inside.
Glyph of Warding
Glyph of Warding
You trace a glyph on the target. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends.
Greater Restoration
Greater Restoration
Healing energy rejuvenates a creature you touch and undoes a debilitating effect. You can remove one of:
Guards and Wards
Guards and Wards
You create wards that protect the target area. Each warded area has a maximum height of 20 feet and can be shaped. Several stories of a stronghold can be warded by dividing the area among them if you can walk from one to the next while the spell is being cast.
When cast, you can create a password that can make a creature immune to these effects when it is spoken aloud. You may also specify individuals that are unaffected by any or all of the effects that you choose.
Guards and wards creates the following effects within the area of the spell.
Harmonic Resonance
Harmonic Resonance
You harmonize with the rhythm of those around you until you’re perfectly in sync. You may take the Help action as a bonus action. Additionally, when a creature within range uses a Bardic Inspiration die, you may choose to reroll the die after it is rolled but before the outcome is determined.
Holy Aura
Holy Aura
Holy radiance emanates from you and fills the area.
Imprisonment
Imprisonment
You utter the target's name and attempt to bind them for eternity. On a successful save, a target is immune to any future attempts by you to cast this spell on it. On a failed save, choose from one of the forms of bindings below (each lasts until the spell ends).
Lesser Restoration
Lesser Restoration
Your glowing hand removes one
Mage Armor
Mage Armor
Until the spell ends, the target is protected by a shimmering magical force. Its AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor, or if you use an action to dismiss it.
Magic Circle
Magic Circle
Magical energies surround the area and stop the type of designated creature from willingly entering by nonmagical means.
Mind Blank
Mind Blank
The target is
Mindshield
Mindshield
The target has
Nondetection
Nondetection
The target is hidden from divination magic and cannot be perceived by magical scrying sensors. When used on a place or object, the spell only works if the target is no larger than 10 feet in any given dimension.
Pass Without Trace
Pass Without Trace
You and allies within the area gain
Planar Binding
Planar Binding
The target must remain within range for the entire casting of the spell (usually by means of a
Poison Skin
Poison Skin
The target becomes poisonous to the touch.
Prismatic Wall
Prismatic Wall
Area: 15-foot radius sphere, or 90-foot long wall that is 30 feet high and 1 inch thick
You create a nontransparent barrier of prismatic energy that sheds bright light in a 100-foot radius and dim light for an additional 100 feet. You and creatures you choose at the time of casting are immune to the barrier’s effects and may pass through it at will.
The barrier can be created as either a vertical wall or a sphere. If the wall intersects a space occupied by a creature the spell fails, you lose your action, and the spell slot is wasted.
Private Sanctum
Private Sanctum
Area: Cube of at least 5-feet or up to 100-feet
You increase the magical security in an area, choosing one or more of the following:
Protection from Energy
Protection from Energy
Until the spell ends, the target has
Protection from Evil and Good
Protection from Evil and Good
The target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
Protection from Poison
Protection from Poison
The target has
Remove Curse
Remove Curse
This spell ends a
Resistance
Resistance
The target gains an expertise die to one
Sanctuary
Sanctuary
You ward a creature against intentional harm.
Shield
Shield
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the
Shield of Faith
Shield of Faith
Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2
Stoneskin
Stoneskin
Until the spell ends, the target’s flesh becomes as hard as stone and it gains
Symbol
Symbol
You inscribe a potent glyph on the target, setting a magical trap for your enemies. If the glyph is moved more than 10 feet from its original position, or if it comes within 20 feet of another glyph that you have cast, the spell ends. Finding the Tiny glyph requires an Investigation check against your spell save DC.
Traveler’s Ward
Traveler’s Ward
Until the spell ends, creatures have
Warding Bond
Warding Bond
Until the spell ends, the target is warded by a mystic connection between it and you.