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CONTROL FLAMES CREATE BONFIRE DRUIDCRAFT

CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE


1 ac on 60 feet 1 ac on 60 feet 1 ac on 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S Concentra on, up to 1 V, S Instantaneous
(see below) minute
Whispering to the spirits of nature, you create
You choose nonmagical flame that you can see You create a bonfire on ground that you can see one of the following effects within range.
within range and that fits within a 5-foot cube. within range. Un l the spells ends, the magic • You create a ny, harmless sensory effect that
You affect it in one of the following ways: bonfire fills a 5-foot cube. Any creature in the predicts what the weather will be at your
• You instantaneously expand the flame 5 feet bonfire's space when you cast the spell must loca on for the next 24 hours. The effect might
in one direc on, provided that wood or other succeed on a Dexterity saving throw or take 1d8 manifest as a golden orb for clear skies, a cloud
fuel is present in the new loca on. fire damage. A creature must also make the for rain, falling snowflakes for snow, and so on.
• You instantaneously ex nguish the flames saving throw when it enters the bonfire's space This effect persists for 1 round.
within the cube. for the first me on a turn or ends its turn there. • You instantly make a flower blossom, a seed
• You double or halve the area of bright light The bonfire ignites flammable objects in its area pod open, or a leaf bud bloom.
and dim light cast by the flame, change its color that aren't being worn or carried. • You create an instantaneous, harmless sensory
or both . The change lasts for 1 hour. The spell's damage increases by 1d8 when you effect, such as falling leaves, a puff of wind, the
• You cause simple shapes-such as the vague reach 5th level (2d8), 11th level (3d8), and 17th sound of a small animal, or the faint odor of
form of a creature, an inanimate object, or a level (4d8). skunk. The effect must fit in a 5-foot cube.
loca on- to appear within the flames and • You instantly light or snuff out a candle, a
animate as you like. The shapes last for 1 hour. torch, or a small campfire.
If you cast this spell mul ple mes, you can
have up to three non-instantaneous effects
created by it ac ve at a me, and you can
dismiss such an effect as an ac on.

Druid (XGE) Transmuta on cantrip Druid (XGE) Conjura on cantrip Druid Transmuta on cantrip

FROSTBITE GUIDANCE GUST


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 60 feet 1 ac on Touch 1 ac on 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentra on, up to 1 V, S Instantaneous
minute
You cause numbing frost to form on one You seize the air and compel it to create one of
creature that you can see within range. The You touch one willing creature. Once before the the following effects at a point you can see
target must make a Cons tu on saving throw. spell ends, the target can roll a d4 and add the within range:
On a failed save, the target takes 1d6 cold number rolled to one ability check of its choice. • One Medium or smaller creature that you
damage, and it has disadvantage on the next It can roll the die before or a er making the choose must succeed on a Strength saving
weapon a ack roll it makes before the end of its ability check. The spell then ends. throw or be pushed up to 5 feet away from you.
next turn. • You create a small blast of air capable of
The spell's damage increases by 1d6 when you moving one object that is neither held nor
reach 5th level (2d6), 11th level (3d6), and 17th carried and that weighs no more than 5 pounds.
level (4d6). The object is pushed up to 10 feet away from
you. It isn't pushed with enough force to cause
damage.
• You create a harm less sensory effect using air,
such as causing leaves to rustle, wind to slam
shu ers closed, or your clothing to ripple in a
breeze.

Druid (XGE) Evoca on cantrip Druid Divina on cantrip Druid (XGE) Transmuta on cantrip

INFESTATION MAGIC STONE


CASTING TIME RANGE CASTING TIME RANGE
1 ac on 30 feet 1 bonus ac on Touch
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S 1 minute
a living flea You touch one to three pebbles and imbue them
with magic. You or someone else can make a
You cause a cloud of mites, fleas, and other ranged spell a ack with one of the pebbles by
parasites to appear momentarily on one throwing it or hurling it with a sling. lf thrown, a
creature you can see within range. The target pebble has a range of 60 feet. If someone else
must succeed on a Cons tu on saving throw, or a acks with a pebble, that a acker adds your
it takes 1d6 poison damage and moves 5 feet in spellcas ng ability modifier, not the a acker's,
a random direc on if it can move and its speed to the a ack roll. On a hit, the target takes
is at least 5 feet. Roll a d4 for the direc on: 1, bludgeoning damage equal to 1d6 +your
north: 2, south: 3, east: or 4, west. This spellcas ng ability modifier. Whether the a ack
movement doesn't provoke opportunity a acks, hits or misses, the spell then ends on the stone.
and if the direc on rolled is blocked, the target If you cast this spell again, the spell ends on any
doesn't move. pebbles s ll affected by your previous cas ng.
The spell's damage increases by 1d6 when you
reach 5th level (2d6), 11th level (3d6), and 17th
level (4d6).

Druid (XGE) Conjura on cantrip Druid (XGE) Transmuta on cantrip


MENDING MOLD EARTH POISON SPRAY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Touch 1 ac on 30 feet 1 ac on 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous S Instantaneous or 1 hour V, S Instantaneous
(see below)
two lodestones You extend your hand toward a creature you can
You choose a por on of dirt or stone that you can see see within range and project a puff of noxious
This spell repairs a single break or tear in an within range and that fits within a 5-foot cube. You gas from your palm. The creature must succeed
object you touch, such as broken chain link, two manipulate it in one of the following ways: on a Cons tu on saving throw or take 1d12
halves of a broken key, a torn clack, or a leaking • If you target an area of loose earth, you can poison damage.
wineskin. As long as the break or tear is no instantaneously excavate it, move it along the ground, This spell's damage increases by 1d12 when you
larger than 1 foot in any dimension, you mend it, and deposit it up to 5 feet away. This movement reach 5th level (2d12), 11th level (3d12), and 17
leaving no trace of the former damage. doesn't involve enough force to cause damage. level (4d12).
This spell can physically repair a magic item or • You cause shapes, colors, or both to appear on the
construct, but the spell can't restore magic to dirt or stone, spelling out words, crea ng images, or
such an object. shaping pa erns. The changes last for 1 hour.
• If the dirt or stone you target is on the ground, you
cause it to become difficult terrain. Alterna vely, you
can cause the ground to become normal terrain if it is
already difficult terrain . This change lasts for 1 hour.
If you cast this spell mul ple mes, you can have no
more than two of its non-instantaneous effects ac ve
at a me, and you can dismiss such an effect as an
ac on.

PRIMAL SAVAGERY PRODUCE FLAME RESISTANCE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on Self 1 ac on Self 1 ac on Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous V, S 10 minutes V, S, M Concentra on, up to 1
minute
You channel primal magic to cause your teeth or A flickering flame appears in your hand. The
fingernails to sharpen, ready to deliver a flame remains there for the dura on and harms a miniature cloak
corrosive a ack. Make a melee spell a ack neither you nor your equipment. The flame
against one creature within 5 feet of you. On a sheds bright light in a 10-foot radius and dim You touch one willing creature. Once before the
hit, the target takes 1d10 acid damage. A er light for an addi onal 10 feet. The spell ends if spell ends, the target can roll a d4 and add the
you make the a ack, your teeth or fingernails you dismiss it as an ac on or if you cast it again. number rolled to one saving throw of its choice.
return to normal. You can also a ack with the flame, although It can roll the die before or a er the saving
The spell's damage increases by 1d10 when you doing so ends the spell. When you cast this throw. The spell then ends.
reach 5th level (2d10), 11th level (3d10), a nd spell, or as an ac on on a later turn, you can hurl
17th level (4d10). the flame at a creature within 30 feet of you.
Make a ranged spell a ack. On a hit, the target
takes 1d8 fire damage.
This spell's damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).

Druid (XGE) Transmuta on cantrip Druid Conjura on cantrip Druid Abjura on cantrip

SHAPE WATER SHILLELAGH


CASTING TIME RANGE CASTING TIME RANGE
1 ac on 30 feet 1 bonus ac on Touch
COMPONENTS DURATION COMPONENTS DURATION
S Instantaneous or 1 hour V, S, M 1 minute
(see below)
The wood of a club or quarterstaff you are
You choose an area of water that you can see holding is imbued with nature's power. For the
within range and that fits within a 5-foot cube. dura on, you can use your spellcas ng ability
You manipulate it in one of the following ways: instead of Strength for the a ack and damage
• You instantaneously move or otherwise rolls of melee a acks using that weapon, and
change the flow of the water as you direct, up to the weapon's damage die becomes a d8. The
5 feet in any direc on. This movement doesn't weapon also becomes magical, if it isn't already.
have enough force to cause damage. The spell ends if you cast it again or if you let go
• You cause the water to form into simple of the weapon.
shapes and animate at your direc on. This
change lasts for 1 hour.
• You change the water's color or opacity. The
water must be changed in the same way
throughout. This change lasts for 1 hour.
• You freeze the water, provided that there are
no creatures in it. The water unfreezes in 1 hour.
If you cast this spell mul ple mes,you can have
no more than two of its non-instantaneous
effects ac ve at a me, and you can dismiss
such an effect as an ac on.

Druid (XGE) Transmuta on cantrip Druid Transmuta on cantrip


THORN WHIP THUNDERCLAP ABSORB ELEMENTS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 30 feet 1 ac on 5 feet 1 reac on, which you Self
take when you take acid,
COMPONENTS DURATION COMPONENTS DURATION cold, fire, lightning, or
V, S, M Instantaneous S Instantaneous thunder damage
the stem of a plant with thorns You create a burst of thunderous sound that can COMPONENTS DURATION
be heard up to 100 feet away. Each creature S 1 round
You create a long, vine-like whip covered in within range, other than you, must make a
thorns that lashes out at your command toward Cons tu on saving throw or take 1d6 thunder The spell captures some of the incoming energy,
a creature in range. Make a melee spell a ack damage. lessening its effect on you and storing it for your
against the target. If the a ack hits, the creature The spell's damage increases by 1d6 when you next melee a ack. You have resistance to the
takes 1d6 piercing damage, and if the creature is reach 5th level (2d6), 11th level (3d6), and 17th triggering damage type un l the start of your
Large or smaller, you pull the creature up to 10 level (4d6). next turn. Also, the first me you hit with a
feet closer to you. melee a ack on your next turn, the target takes
This spell's damage increases by 1d6 when you an extra 1d6 damage of the triggering type, and
reach 5th level (2d6), 11th level (3d6), and 17th the spell ends.
level (4d6). At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the extra
damage increases by 1d6 for each slot level
above 1st.

ANIMAL FRIENDSHIP BEAST BOND CHARM PERSON


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 30 feet 1 ac on Touch 1 ac on 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M Concentra on, up to 10 V, S 1 hour
minutes
a morsel of food You a empt to charm a humanoid you can see
a bit of fur wrapped in a cloth within range. It must make a Wisdom saving
This spell lets you convince a beast that you throw, and does so with advantage if you or
mean it no harm. Choose a beast that you can You establish a telepathic link with one beast your companions are figh ng it. If it fails the
see within range. It must see and hear you. If the you touch that is friendly to you or charmed by saving throw, it is charmed by you un l the spell
beast's Intelligence is 4 or higher, the spell fails. you. The spell fails if the beast's Intelligence is 4 ends or un l you or your companions do
Otherwise, the beast must succeed on a or higher. Un l the spell ends, the link is ac ve anything harmful to it. The charmed creature
Wisdom saving throw or be charmed by you for while you and the beast are within line of sight regards you as a friendly acquaintance. When
the spell's dura on. If you or one of your of each other. Through the link, the beast can the spell ends, the creature knows it was
companions harms the target, the spell ends. understand your telepathic messages to it, and it charmed by you.
At Higher Levels: When you cast this spell can telepathically communicate simple emo ons At Higher Levels: When you cast this spell
using a 2nd level spell slot or higher, you can and concepts back to you. While the link is using a spell slot of 2nd level or higher, you can
affect one addi onal beast for each slot level ac ve, the beast gains advantage on a ack rolls target one addi onal creature for each slot level
above 1st. against any creature within 5 feet of you that above 1st. The creatures must be within 30 feet
you can see. of each other when you target them.

Druid 1st level Enchantment Druid (XGE) 1st level Divina on Druid 1st level Enchantment

CREATE OR DESTROY WATER CURE WOUNDS


CASTING TIME RANGE CASTING TIME RANGE
1 ac on 30 feet 1 ac on Touch
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Instantaneous
a drop of water if crea ng water or a few grains of A creature you touch regains a number of hit
sand if destroying it points equal to 1d8 + your spellcas ng ability
modifier. This spell has no effect on undead or
You either create or destroy water. constructs.
Create Water: You create up to 10 gallons of At Higher Levels: When you cast this spell
clean water within range in an open container. using a spell slot of 2nd level or higher, the
Alterna vely, the water falls as rain in a 30-foot healing increases by 1d8 for each slot level
cube within range, ex nguishing exposed flames above 1st.
in the area.
Destroy Water: You destroy up to 10 gallons of
water in an open container within range.
Alterna vely, you destroy fog in a 30-foot 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 addi onal gallons of water,
or the size of the cube increases by 5 feet, for
each slot level above 1st.

Druid 1st level Transmuta on Druid 1st level Evoca on


DETECT MAGIC (RITUAL) DETECT POISON AND DISEASE EARTH TREMOR
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on Self 1 ac on Self 1 ac on 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 10 V, S, M Concentra on, up to 10 V, S Instantaneous
minutes minutes
You cause a tremor in the ground within range.
For the dura on, you sense the presence of a yew leaf Each creature other than you in that area must
magic within 30 feet of you. If you sense magic make a Dexterity saving throw. On a failed save,
in this way, you can use your ac on to see a For the dura on, you can sense the presence a creature takes 1d6 bludgeoning damage and is
faint aura around any visible creature or object and loca on of poisons, poisonous creatures, knocked prone. If the ground in that area is
in the area that bears magic, and you learn its and diseases within 30 feet of you. You also loose earth or stone, it becomes difficult terrain
school of magic, if any. iden fy the kind of poison, poisonous creature, un l cleared, with each 5-foot-diameter por on
The spell can penetrate most barriers, but is or disease in each case. requiring at least 1 minute to clear by hand.
blocked by 1 foot of stone, 1 inch of common The spell can penetrate most barriers, but is At Higher Levels: When you cast this spell
metal, a thin sheet of lead, or 3 feet of wood or blocked by 1 foot of stone, 1 inch of common using a spell slot of 2nd level or higher, the
dirt. metal, a thin sheet of lead, or 3 feet of wood or damage increases by 1d6 for each slot level
dirt. above 1st.

ENTANGLE FAERIE FIRE FOG CLOUD


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 90 feet 1 ac on 60 feet 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 1 V Concentra on, up to 1 V, S Concentra on, up to 1
minute minute hour
Grasping weeds and vines sprout from the Each object in a 20-foot cube within range is You create a 20-foot-radius sphere of fog
ground in a 20-foot square star ng from a point outlined in blue, green, or violet light (your centered on a point within range. The sphere
within range. For the dura on, these plants turn choice). Any creature in the area when the spell spreads around corners, and its area is heavily
the ground in the area into difficult terrain. is cast is also outlined in light if it fails a obscured. It lasts for the dura on or un l a wind
A creature in the area when you cast the spell Dexterity saving throw. For the dura on, of moderate or greater speed (at least 10 miles
must succeed on a Strength saving throw or be objects and affected creatures shed dim light in per hour) disperses it.
restrained by the entangling plants un l the a 10-foot radius. At Higher Levels: When you cast this spell
spell ends. A creature restrained by the plants Any a ack roll against an affected creature or using a spell slot of 2nd level or higher, the
can use its ac on to make a Strength check object has advantage if the a acker can see it, radius of the fog increases by 20 feet for each
against your spell save DC. On a success, it frees and the affected creature or object can't benefit slot level above 1st.
itself. from being invisible.
When the spell ends, the conjured plants wilt
away.

Druid 1st level Conjura on Druid 1st level Evoca on Druid 1st level Conjura on

GOODBERRY HEALING WORD


CASTING TIME RANGE CASTING TIME RANGE
1 ac on Touch 1 bonus ac on 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V Instantaneous
a sprig of mistletoe A creature of your choice that you can see
within range regains hit points equal to 1d4 +
Up to ten berries appear in your hand and are your spellcas ng ability modifier. This spell has
infused with magic for the dura on. A creature no effect on undead or constructs.
can use its ac on to eat one berry. Ea ng a At Higher Levels: When you cast this spell
berry restores 1 hit point, and the berry using a spell slot of 2nd level or higher, the
provides enough nourishment to sustain a healing increases by 1d4 for each slot level
creature for one day. above 1st.
The berries lose their potency if they have not
been consumed within 24 hours of the cas ng
of this spell.

Druid 1st level Transmuta on Druid 1st level Evoca on


ICE KNIFE JUMP LONGSTRIDER
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 60 feet 1 ac on Touch 1 ac on Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S, M Instantaneous V, S, M 1 minute V, S, M 1 hour
a drop of water or piece of ice a grasshopper's hind leg a pinch of dirt
You create a shard of ice and fling it at one You touch a creature. The creature's jump You touch a creature. The target's speed
creature within range. Make a ranged spell distance is tripled un l the spell ends. increases by 10 feet un l the spell ends.
a ack against the target. On a hit, the target At Higher Levels: When you cast this spell
takes 1d10 piercing damage. Hit or miss, the using a spell slot of 2nd level or higher, you can
shard then explodes. The target and each target one addi onal creature for each slot level
creature within 5 feet of it must succeed on a above 1st.
Dexterity saving throw or take 2d6 cold
damage.
At Higher Levels: When you cast this spell
using aspell slot of 2nd level or higher, the cold
damage increases by 1d6 for each slot level
above 1st.

PURIFY FOOD AND DRINK (RITUAL) SNARE [1/2] SNARE [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 10 feet 1 minute Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous S, M 8 hours S, M 8 hours
All nonmagical food and drink within a 5-foot- 25 feet of rope, which the spell consumes 25 feet of rope, which the spell consumes
radius sphere centered on a point of your choice
within range is purified and rendered free of As you cast this spell, you use the rope to create a creature is restrained by it.
poison and disease. circle with a 5-foot radius on the ground or the floor.
When you finish cas ng, the rope disappears and the
circle becomes a magic trap.
This trap is nearly invisible, requiring a successful
Intelligence (Inves ga on) check against your spell
save DC to be discerned.
The trap triggers when a Small, Medium, or Large
creature moves onto the ground or the floor in the
spell's radius. That creature must succeed on a
Dexterity saving throw or be magically hoisted into
the air, leaving it hanging upside down 3 feet above
the ground or the floor. The creature is restrained
there un l the spell ends.
A restrained creature can make a Dexterity saving
throw at the end of each of its turns, ending the
effect on itself on a success. Alterna vely, the
creature or someone else who can reach it can use an
ac on to make an Intelligence (Arcana) check against
your spell save DC. On a success, the restrained
effect ends.
A er the trap is triggered, the spell ends when no

Druid 1st level Transmuta on Druid (XGE) 1st level Abjura on Druid (XGE) 1st level Abjura on

SPEAK WITH ANIMALS (RITUAL) THUNDERWAVE


CASTING TIME RANGE CASTING TIME RANGE
1 ac on Self 1 ac on Self (15-foot cube)
COMPONENTS DURATION COMPONENTS DURATION
V, S 10 minutes V, S Instantaneous
You gain the ability to comprehend and verbally A wave of thunderous force sweeps out from
communicate with beasts for the dura on. The you. Each creature in a 15-foot cube origina ng
knowledge and awareness of many beasts is from you must make a Cons tu on saving
limited by their intelligence, but at minimum, throw. On a failed save, a creature takes 2d8
beasts can give you informa on about nearby thunder damage and is pushed 10 feet away
loca ons and monsters, including whatever they from you. On a successful save, the creature
can perceive or have perceived within the past takes half as much damage and isn't pushed.
day. You might be able to persuade a beast to In addi on, unsecured objects that are
perform a small favor for you, at the DM's completely within the area of effect are
discre on. automa cally pushed 10 feet away from you by
the spell's effect, and the spell emits a
thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the
damage increases by 1d8 for each slot level
above 1st.

Druid 1st level Divina on Druid 1st level Evoca on


ANIMAL MESSENGER (RITUAL) [1/2] ANIMAL MESSENGER (RITUAL) [2/2] BARKSKIN
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 30 feet 1 ac on 30 feet 1 ac on Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M 24 hours V, S, M Concentra on, up to 1
hour
a morsel of food a morsel of food
a handful of oak bark
By means of this spell, you use an animal to deliver a higher, the dura on of the spell increases by 48
message. Choose a Tiny beast you can see within hours for each slot level above 2nd. You touch a willing creature. Un l the spell
range, such as a squirrel, a blue ray, or a bird. You ends, the target's skin has a rough, bark-like
specify a loca on, which you must have visited, and a appearance, and the target's AC can't be less
recipient who matches a general descrip on, such as than 16, regardless of what kind of armor it is
a man or woman dressed in the uniform of the town wearing.
guard or a red-haired dwarf wearing a pointed hat.
You also speak a message of up to twenty-five words.
The target beast travels for the dura on of the spell
towards the specified loca on, covering about 50
miles per 24 hours for a flying messenger or 25 miles
for other animals.
When the messenger arrives, it delivers your message
to the creature that you described, replica ng the
sound of your voice. The messenger speaks only to a
creature matching the descrip on you gave. If the
messenger doesn't reach its des na on before the
spell ends, the message is lost, and the beast makes
its way back to where you cast this spell.
At Higher Levels: If you cast this spell using a spell
slot of 3rd level or

Druid 2nd level Enchantment Druid 2nd level Enchantment Druid (*)(Forest) 2nd level Transmuta on

BEAST SENSE (RITUAL) BLUR DARKNESS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on Touch 1 ac on Self 1 ac on 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
S Concentra on, up to 1 V Concentra on, up to 1 V, M Concentra on, up to 10
hour minute minutes
You touch a willing beast. For the dura on of Your body becomes blurred, shi ing and bat fur and a drop of pitch or piece of coal
the spell, you can use your ac on to see through wavering to all who can see you. For the
the beast's eyes and hear what it hears, and dura on, any creature has disadvantage on Magical darkness spreads from a point you
con nue to do so un l you use your ac on to a ack rolls against you. An a acker is immune choose within range to fill a 15-foot radius
return to your normal senses. to this effect if it doesn't rely on sight, as with sphere for the dura on. The darkness spreads
blindsight, or can see through illusions, as with around corners. A creature with darkvision can't
truesight. see through this darkness, and nonmagical light
can't illuminate it.
If the point you choose is on an object you are
holding or one that isn't being worn or carried,
the darkness emanates from the object and
moves with it. Completely covering the source
of the darkness with an opaque object, such as a
bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of
light created by a spell of or lower, the spell that
created the light is dispelled.

Druid 2nd level Divina on Druid (Desert) 2nd level Illusion Druid (Swamp) 2nd level Evoca on

DARKVISION DUST DEVIL


CASTING TIME RANGE CASTING TIME RANGE
1 ac on Touch 1 ac on 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S, M Concentra on, up to 1
minute
either a pinch of dried carrot or an agate
a pinch of dust
You touch a willing creature to grant it the
ability to see in the dark. For the dura on, that Choose an unoccupied 5-foot cube of air that you can
creature has darkvision out to a range of 60 see within range. An elemental force that resembles a
feet. dust devil appears in the cube and lasts for the spell's
dura on.
Any creature that ends its turn within 5 feet of the
dust devil must make a Strength saving throw. On a
failed save, the creature takes 1d8 bludgeoning
damage and is pushed 10 feet away from the dust
devil. On a successful save, the creature takes half as
much damage and isn't pushed.
As a bonus ac on, you can move the dust devil up to
30 feet in any direc on. If the dust devil moves over
sand, dust, loose dirt, or light gravel, it sucks up the
material and forms a 10-foot-radius cloud of debris
around itself that lasts un l the start of your next
turn. The cloud heavily obscures its area.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases
by 1d8 for each slot level above 2nd.

Druid 2nd level Transmuta on Druid (XGE) 2nd level Conjura on


EARTHBIND ENHANCE ABILITY FIND TRAPS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 300 feet 1 ac on Touch 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentra on, up to 1 V, S, M Concentra on, up to 1 V, S Instantaneous
minute hour
You sense the presence of any trap within range
Choose one creature you can see within range. fur or a feather from a beast that is within line of sight. A trap, for the
Yellow strips of magical energy loop around the purpose of this spell, includes anything that
creature. The target must succeed on a Strength You touch a creature and bestow upon it a magical would inflict a sudden or unexpected effect you
saving throw, or its flying speed (if any) is enhancement. Choose one of the following effects - consider harmful or undesirable, which was
reduced to 0 feet for the spell's dura on. An the target gains the effect un l the spell ends. specifically intended as such by its creator. Thus,
airborne creature affected by this spell safely Bear's Endurance : The target has advantage on the spell would sense an area affected by the
descends at 60 feet per round un l it reaches Cons tu on checks. It also gains 2d6 temporary hit
points, which are lost when the spell ends. alarm spell, a glyph of warding, or a mechanical
the ground or the spell ends. Bull's Strength: The target has advantage on pit trap, but it would not reveal a natural
Strength checks, and his or her carrying capacity weakness in the floor, an unstable ceiling, or a
doubles. hidden sinkhole.
Cat's Grace : The target has advantage on Dexterity This spell merely reveals that a trap is present.
checks. It also doesn't take damage from falling 20 You don't learn the loca on of each trap, but
feet or less if it isn't incapacitated. you do learn the general nature of the danger
Eagle's Splendor: The target has advantage on posed by a trap you sense.
Charisma checks.
Fox's Cunning : The target has advantage on
Intelligence checks.
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
addi onal creature for each slot level above 2nd.

FLAME BLADE FLAMING SPHERE GUST OF WIND


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus ac on Self 1 ac on 60 feet 1 ac on Self (60-foot line)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 10 V, S, M Concentra on, up to 1 V, S, M Concentra on, up to 1
minutes minute minute
leaf of sumac a bit of tallow, a pinch of brimstone, and a dus ng a legume seed
of powdered iron
You evoke a fiery blade in your free hand. The A line of strong wind 60 feet long and 10 feet
blade is similar in size and shape to a scimitar, A 5-foot-diameter sphere of fire appears in an wide blasts from you in a direc on you choose
and it lasts for the dura on. If you let go of the unoccupied space of your choice within range and for the spell's dura on. Each creature that starts
blade, it disappears, but you can evoke the blade lasts for the dura on. Any creature that ends its turn its turn in the line must succeed on a Strength
again as a bonus ac on. within 5 feet of the sphere must make a Dexterity saving throw or be pushed 15 feet away from
You can use your ac on to make a melee spell saving throw. The creature takes 2d6 fire damage on you in a direc on following the line.
a ack with the fiery blade. On a hit, the target a failed save, or half as much damage on a successful Any creature in the line must spend 2 feet of
takes 3d6 fire damage. one. movement for every 1 foot it moves when
The flaming blade sheds bright light in a 10-foot As a bonus ac on, you can move the sphere up to 30 moving closer to you.
radius and dim light for an addi onal 10 feet. feet. If you ram the sphere into a creature, that The gust disperses gas or vapor, and it
At Higher Levels: When you cast this spell creature must make the saving throw against the ex nguishes candles, torches, and similar
using a spell slot of 4th level or higher, the sphere's damage, and the sphere stops moving this unprotected flames in the area. It causes
turn. protected flames, such as those of lanterns, to
damage increases by 1d6 for every two slot When you move the sphere, you can direct it over
levels above 2nd. barriers up to 5 feet tall and jump it across pits up to dance wildly and has a 50 percent chance to
10 feet wide. The sphere ignites flammable objects ex nguish them.
not being worn or carried, and it sheds bright light in As a bonus ac on on each of your turns before
a 20-foot radius and dim light for an addi onal 20 the spell ends, you can change the direc on in
feet. which the line blasts from you.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.

Druid 2nd level Evoca on Druid 2nd level Conjura on Druid 2nd level Evoca on

HEALING SPIRIT HEAT METAL


CASTING TIME RANGE CASTING TIME RANGE
1 bonus ac on 60 feet 1 ac on 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 1 V, S, M Concentra on, up to 1
minute minute
You call forth a nature spirit to soothe the a piece of iron and a flame
wounded. The intangible spirit appears in a
space that is a 5-foot cube you can see within Choose a manufactured metal object, such as a
range. The spirit looks like a transparent beast or metal weapon or a suit of heavy or medium
fey (your choice). metal armor, that you can see within range. You
Un l the spell ends, whenever you or a creature cause the object to glow red-hot. Any creature
you can see moves into the spirit's space for the in physical contact with the object takes 2d8 fire
first me on a turn or starts its turn there, you damage when you cast the spell. Un l the spell
can cause the spirit to restore 1d6 hit points to ends, you can use a bonus ac on on each of
that creature (no ac on required). The spirit your subsequent turns to cause this damage
can't heal constructs or undead. again.
As a bonus ac on on your turn, you can move If a creature is holding or wearing the object and
the spirit up to 30 feet to a space you can see. takes the damage from it, the creature must
At Higher Levels. When you cast this spell succeed on a Cons tu on saving throw or drop
using a spell slot of 3rd level or higher, the the object if it can. If it doesn't drop the object,
healing increases by 1d6 for each slot level it has disadvantage on a ack rolls and ability
above 2nd. checks un l the start of your next turn.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, the
damage increases by 1d8 for each slot above
2nd.

Druid (XGE) 2nd level Conjura on Druid 2nd level Transmuta on


HOLD PERSON INVISIBILITY LESSER RESTORATION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 60 feet 1 ac on Touch 1 ac on Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, S, M Concentra on, up to 1 V, S Instantaneous
minute hour
You touch a creature and can end either one
a small, straight piece of iron an eyelash encased in gum arabic disease or one condi on afflic ng it. The
condi on can be blinded, deafened, paralyzed,
Choose a humanoid that you can see within A creature you touch becomes invisible un l the or poisoned.
range. The target must succeed on a Wisdom spell ends. Anything the target is wearing or
saving throw or be paralyzed for the dura on. carrying is invisible as long as it is on the target's
At the end of each of its turns, the target can person. The spell ends for a target that a acks
make another Wisdom saving throw. On a or casts a spell.
success, the spell ends on the target. At Higher Levels: When you cast this spell
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can
using a spell slot of 3rd level or higher, you can target one addi onal creature for each slot level
target on addi onal humanoid for each slot level above 2nd.
above 2nd. The humanoids must be within 30
feet of each other when you target them.

LOCATE ANIMALS OR PLANTS (RITUAL) LOCATE OBJECT MELF'S ACID ARROW


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on Self 1 ac on Self 1 ac on 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentra on, up to 10 V, S, M Instantaneous
minutes
a bit of fur from a bloodhound powdered rhubarb leaf and an adder's stomach
a forked twig
Describe or name a specific kind of beast or A shimmering green arrow streaks toward a
plant. Concentra ng on the voice of nature in Describe or name an object that is familiar to target within range and bursts in a spray of acid.
your surroundings, you learn the direc on and you. You sense the direc on to the object's Make a ranged spell a ack against the target.
distance to the closest creature or plant of that loca on, as long as that object is within 1,000 On a hit, the target takes 4d4 acid damage
kind within 5 miles, if any are present. feet of you. If the object is in mo on, you know immediately and 2d4 acid damage at the end of
the direc on of its movement. its next turn. On a miss, the arrow splashes the
The spell can locate a specific object known to target with acid for half as much of the ini al
you, as long as you have seen it up close - within damage and no damage at the end of its next
30 feet - at least once. Alterna vely, the spell turn.
can locate the nearest object of a par cular At Higher Levels: When you cast this spell
kind, such as a certain kind of apparel, jewelry, using a spell slot of 3rd level or higher, the
furniture, tool, or weapon. damage (both ini al and later) increases by 1d4
This spell can't locate an object if any thickness for each slot level above 2nd.
of lead, even a thin sheet, blocks a direct path
between you and the object.

Druid 2nd level Divina on Druid 2nd level Divina on Druid (Swamp) 2nd level Evoca on

MIRROR IMAGE MISTY STEP


CASTING TIME RANGE CASTING TIME RANGE
1 ac on Self 1 bonus ac on Self
COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V Instantaneous
Three illusory duplicates of yourself appear in your Briefly surrounded by silvery mist, you teleport
space. Un l the spell ends, the duplicates move with up to 30 feet to an unoccupied space that you
you and mimic your ac ons, shi ing posi on so it's can see.
impossible to track which image is real. You can use
your ac on to dismiss the illusory duplicates.
Each me a creature targets you with an a ack
during the spell's dura on, roll a d20 to determine
whether the a ack instead targets one of your
duplicates.
If you have three duplicates, you must roll a 6 or
higher to change the a ack's target to a duplicate.
With two duplicates, you must roll an 8 or higher.
With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier.
If an a ack hits a duplicate, the duplicate is
destroyed. A duplicate can be destroyed only by an
a ack that hits it. It ignores all other damage and
effects. The spell ends when all three duplicates are
destroyed.
A creature is unaffected by this spell if it can't see, if it
relies on senses other than sight, such as blindsight,
or if it can perceive illusions as false, as with
truesight.

Druid (Coast) 2nd level Illusion Druid (Coast) 2nd level Conjura on
MOONBEAM PASS WITHOUT TRACE PROTECTION FROM POISON
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 120 feet 1 ac on Self 1 ac on Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, S, M Concentra on, up to 1 V, S 1 hour
minute hour
You touch a creature. If it is poisoned, you
several seeds of any moonseed plant and a piece of ashes from a burned leaf of mistletoe and a sprig of neutralize the poison. If more than one poison
opalescent feldspar spruce afflicts the target, you neutralize on poison that
you know is present, or you neutralize one at
A silvery beam of pale light shines down in a 5-foot A veil of shadows and silence radiates from you, random.
radius, 40-foot-high cylinder centered on a point masking you and your companions from For the dura on, the target has advantage on
within range. Un l the spell ends, dim light fills the detec on. For the dura on, each creature you saving throws against being poisoned, and it has
cylinder. choose within 30 feet of you (including you) has resistance to poison damage.
When a creature enters the spell's area for the first a +10 bonus to Dexterity (Stealth) checks and
me on a turn or starts its turn there, it is engulfed in can't be tracked except by magical means. A
ghostly flames that cause searing pain, and it must creature that receives this bonus leaves behind
make a Cons tu on saving throw. It takes 2d10 no tracks or other traces of its passage.
radiant damage on a failed save, or half as much
damage on a successful one.
A shapechanger makes its saving throw with
disadvantage. If it fails, it also instantly reverts to its
original form and can't assume a different form un l it
leaves the spell's light.
On each of your turns a er you cast this spell, you
can use an ac on to move the beam 60 feet in any
direc on.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases
by 1d10 for each slot level above 2nd.

SILENCE (RITUAL) SKYWRITE (RITUAL) SPIDER CLIMB


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 120 feet 1 ac on Sight 1 ac on Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 10 V, S Concentra on, up to 1 V, S, M Concentra on, up to 1
minutes hour hour
For the dura on, no sound can be created You cause up to ten words to form in a part of a drop of bitumen and a spider
within or pass through a 20-foot-radius sphere the sky you can see. The words appear to be
centered on a point you choose within range. made of cloud and remain in place for the spell's Un l the spell ends, one willing creature you
Any creature or object en rely inside the sphere dura on. The words dissipate when the spell touch gains the ability to move up, down, and
is immune to thunder damage, and creatures are ends. A strong wind can disperse the clouds and across ver cal surfaces and upside down along
deafened while en rely inside it. Cas ng a spell end the spell early. ceilings, while leaving its hands free. The target
that includes a verbal component is impossible also gains a climbing speed equal to its walking
there. speed.

Druid (Desert) 2nd level Illusion Druid (XGE) 2nd level Transmuta on 2nd level Transmuta on
Druid (Underdark)(Forest)(Mountain)

SPIKE GROWTH WARDING WIND


CASTING TIME RANGE CASTING TIME RANGE
1 ac on 150 feet 1 ac on Self
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 10 V Concentra on, up to 10
minutes minutes
seven sharp thorns or seven small twigs, each A strong wind (20 miles per hour) blows around
sharpened to a point you in a 10-foot radius and moves with you,
remaining centered on you. The wind lasts for
The ground in a 20-foot radius centered on a the spell's dura on.
point within range twists and sprouts hard The wind has the following effects:
spikes and thorns. The area becomes difficult • It deafens you and other creatures in its area.
terrain for the dura on. When a creature moves • It ex nguishes unprotected flames in its area
into or within the area, it takes 2d4 piercing that are torch-sized or smaller.
damage for every 5 feet it travels. • It hedges out vapor, gas, and fog that can be
The transforma on of the ground is dispersed by strong wind.
camouflaged to look natural. Any creature that • The area is difficult terrain for creatures other
can't see the area at the me the spell is case than you.
must make a Wisdom (Percep on) check against • The a ack rolls of ranged weapon a acks
your spell save DC to recognize the terrain as have disadvantage if the a acks pass in or out
hazardous before entering it. of the wind.

Druid (*)(Mountain)(Arc c) 2nd level Transmuta on Druid (XGE) 2nd level Evoca on
WEB CALL LIGHTNING CONJURE ANIMALS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 60 feet 1 ac on 120 feet 1 ac on 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, S Concentra on, up to 10 V, S Concentra on, up to 1
hour minutes hour
a bit of spider web A storm cloud appears in the shape of a cylinder that You summon fey spirits that take the form of beasts
is 10 feet tall with a 60-foot radius, centered on a and appear in unoccupied spaces that you can see
You conjure a mass of thick, s cky webbing at a point point you can see 100 feet directly above you. The within range. Choose one of the following op ons for
of your choice within range. The webs fill a 20-foot spell fails if you can't see a point in the air where the what appears.
cube from that point for the dura on. The webs are storm cloud could appear (for example, if you are in a • One beast of challenge ra ng 2 or lower
difficult terrain and lightly obscure their area. room that can't accommodate the cloud). • Two beasts of challenge ra ng 1 or lower
If the webs aren't anchored between two solid When you cast the spell, choose a point you can see • Four beasts of challenge ra ng 1/2 or lower
masses (such as walls or trees) or layered across a within range. A bolt of lightning flashes down from • Eight beasts of challenge ra ng 1/4 or lower
floor, wall, or ceiling, the conjured web collapses on the cloud to that point. Each creature within 5 feet of Each beast is also considered fey, and it disappears
itself, and the spell ends at the start of your next turn. that point must make a Dexterity saving throw. A when it drops to 0 hit points or when the spell ends.
Webs layered over a flat surface have a depth of 5 creature takes 3d10 lightning damage on a failed The summoned creatures are friendly to you and your
feet. save, or half as much damage on a successful one. On companions. Roll ini a ve for the summoned
Each creature that starts its turn in the webs or that each of your turns un l the spell ends, you can use creatures as a group, which has its own turns. They
enters them during its turn must make a Dexterity your ac on to call down lightning in this way again, obey any verbal commands that you issue to them (no
saving throw. On a failed save, the creature is targe ng the same point or a different one. ac on required by you). If you don't issue any
restrained as long as it remains in the webs or un l it If you are outdoors in stormy condi ons when you commands to them, they defend themselves from
breaks free. cast this spell, the spell gives you control over the hos le creatures, but otherwise take no ac ons. The
A creature restrained by the webs can use its ac ons exis ng storm instead of crea ng a new one. Under DM has the creatures' sta s cs.
to make a Strength check against your spell save DC. such condi ons, the spell's damage increases by At Higher Levels: When you cast this spell using
If it succeeds, it is no longer restrained. 1d10. certain higher-level spell slots, you choose one of the
The webs are flammable. Any 5-foot cube of webs At Higher Levels: When you cast this spell using a summoning op ons above, and more creatures
exposed to fire burns away in 1 round, dealing 2d4 spell slot of 4th level or higher level, the damage appear - twice as many with a 5th-level slot, three
fire damage to any creature that starts its turn in the increases by 1d10 for each slot level above 3rd. mes as many with a 7th-level slot, and four mes as
fire. many with a 9th-level slot.

CREATE FOOD AND WATER DAYLIGHT DISPEL MAGIC


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 30 feet 1 ac on 60 feet 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 hour V, S Instantaneous
You create 45 pounds of food and 30 gallons of A 60-foot-radius sphere of light spreads out Choose any creature, object, or magical effect
water on the ground or in containers within from a point you choose within range. The within range. Any spell of 3rd level or lower on
range, enough to sustain up to fi een sphere is bright light and sheds dim light for an the target ends. For each spell of or higher on
humanoids or five steeds for 24 hours. The food addi onal 60 feet. the target, make an ability check using your
is bland but nourishing, and spoils if uneaten If you chose a point on an object you are spellcas ng ability. The DC equals 10 + the
a er 24 hours. The water is clean and doesn't holding or one that isn't being worn or carried, spell's level. On a successful check, the spell
go bad. the light shines from the object with and moves ends.
with it. Completely covering the affected object At Higher Levels: When you cast this spell
with an opaque object, such as a bowl or a helm, using a spell slot of 4th level or higher, you
blocks the light. automa cally end the effects of a spell on the
If any of this spell's area overlaps with an area of target if the spell's level is equal to or less than
darkness created by a spell of or lower, the spell the level of the spell slot you used.
that created the darkness is dispelled.

Druid (Desert) 3rd level Conjura on Druid (*)(Grassland) 3rd level Evoca on Druid 3rd level Abjura on

ERUPTING EARTH FEIGN DEATH (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE
1 ac on 120 feet 1 ac on Touch
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M 1 hour
a piece of obsidian a pinch of graveyard dirt
Choose a point you can see on the ground You touch a willing creature and put it into a
within range. A fountain of churned earth and catalep c state that is indis nguishable from
stone erupts in a 20-foot cube centered on that death.
point. Each creature in that area must make a For the spell's dura on, or un l you use an
Dexterity saving throw. A creature takes 3d12 ac on to touch the target and dismiss the spell,
bludgeoning damage on a failed save, or half as the target appears dead to all outward
much damage on a successful one. Addi onally, inspec on and to spells used to determine the
the ground in that area becomes difficult terrain target's status. The target is blinded and
un l cleared. Each 5-foot-square por on of the incapacitated, and its speed drops to 0. The
area requires at least 1 minute to clear by hand. target has resistance to all damage except
At Higher Levels: When you cast this spell psychic damage. If the target is diseased or
using a spell slot of 4th level or higher, the poisoned when you cast the spell, or becomes
damage increases by 1d12 for each slot level diseased or poisoned while under the spell's
above 3rd. effect, the disease and poison have no effect
un l the spell ends.

Druid (XGE) 3rd level Transmuta on Druid 3rd level Necromancy


FLAME ARROWS GASEOUS FORM HASTE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on Touch 1 ac on Touch 1 ac on 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 1 V, S, M Concentra on, up to 1 V, S, M Concentra on, up to 1
hour hour minute
You touch a quiver containing arrows or bolts. a bit of gauze and a wisp of smoke a shaving of licorice root
When a target is hit by a ranged weapon a ack
using a piece of ammuni on drawn from the You transform a willing creature you touch, along with Choose a willing creature that you can see
quiver, the target takes an extra 1d6 fire everything it's wearing and carrying, into a misty within range. Un l the spell ends, the target's
damage. The spell's magic ends on the piece of cloud for the dura on. The spell ends if the creature speed is doubled, it gains a +2 bonus to AC, it
drops to 0 hit points. An incorporeal creature isn't has advantage on Dexterity saving throws, and
ammuni on when it hits or misses, and the spell affected.
ends when twelve pieces of ammuni on have it gains an addi onal ac on on each of its turns.
While in this form, the target's only method of That ac on can be used only to take the A ack
been drawn from the quiver. movement is a flying speed of 10 feet. The target can
At Higher Levels: When you cast this spell (one weapon a ack only), Dash, Disengage,
enter and occupy the space of another creature. The Hide, or Use an Object ac on.
using a spell slot of 4th level or higher, the target has resistance to nonmagical damage, and it
number of pieces of ammuni on you can affect has advantage on Strength, Dexterity, and When the spell ends, the target can't move or
with this spell increases by two for each slot Cons tu on saving throws. The target can pass take ac ons un l a er its next turn, as a wave
level above 3rd. through small holes, narrow openings, and even mere of lethargy sweeps over it.
cracks, though it treats liquids as though they were
solid surfaces. The target can't fall and remains
hovering in the air even when stunned or otherwise
incapacitated.
While in the form of a misty cloud, the target can't
talk or manipulate objects, and any objects it was
carrying or holding can't be dropped, used, or
otherwise interacted with. The target can't a ack or
cast spells.

Druid (XGE) 3rd level Transmuta on Druid (Underdark) 3rd level Transmuta on Druid (Grassland) 3rd level Transmuta on

LIGHTNING BOLT MELD INTO STONE (RITUAL) PLANT GROWTH


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on Self (100-foot line) 1 ac on Touch 1 ac on or 8 hours 150 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S 8 hours V, S Instantaneous
a bit of fur and a rod of amber, crystal, or glass You step into a stone object or surface large enough This spell channels vitality into plants within a
to fully contain your body, melding yourself and all specific area. There are two possible uses for
A stroke of lightning forming a line of 100 feet the equipment you carry with the stone for the the spell, gran ng either immediate or long-
long and 5 feet wide blasts out from you in a dura on. Using your movement, you step into the term benefits.
direc on you choose. Each creature in the line stone at a point you can touch. Nothing of your If you cast this spell using 1 ac on, choose a
must make a Dexterity saving throw. A creature presence remains visible or otherwise detectable by point within range. All normal plants in a 100-
takes 8d6 lightning damage on a failed save, or nonmagical senses. foot radius centered on that point become thick
half as much damage on a successful one. While merged with the stone, you can't see what and overgrown. A creature moving through the
The lightning ignites flammable objects in the occurs outside it, and any Wisdom (Percep on) area must spend 4 feet of movement for every 1
area that aren't being worn or carried. checks you make to hear sounds outside it are made
with disadvantage. You remain aware of the passage foot it moves.
At Higher Levels: When you cast this spell of me and can cast spells on yourself while merged You can exclude one or more areas of any size
using a spell slot of 4th level or higher, the in the stone. You can use your movement to leave the within the spell's area from being affected.
damage increases by 1d6 for each slot above stone where you entered it, which ends the spell. You If you cast this spell over 8 hours, you enrich the
3rd. otherwise can't move. land. All plants in a half-mile radius centered on
Minor physical damage to the stone doesn't harm a point within range become enriched for 1 year.
you, but its par al destruc on or a change in its The plants yield twice the normal amount of
shape (to the extent that you no longer fit within it) food when harvested.
expels you and deals 6d6 bludgeoning damage to
you. The stone's complete destruc on (or
transmuta on into a different substance) expels you
and deals 50 bludgeoning damage to you. If expelled,
you fall prone in an unoccupied space closest to
where you first entered.

Druid (Mountain) 3rd level Evoca on Druid (*)(Mountain) 3rd level Transmuta on Druid (*)(Forest) 3rd level Transmuta on

PROTECTION FROM ENERGY SLEET STORM


CASTING TIME RANGE CASTING TIME RANGE
1 ac on Touch 1 ac on 150 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 1 V, S, M Concentra on, up to 1
hour minute
For the dura on, the willing creature you touch a pinch of dust and a few drops of water
has resistance to one damage type of your
choice: acid, cold, fire, lightning, or thunder. Un l the spell ends, freezing rain and sleet fall in
a 20-foot-tall cylinder with a 40-foot radius
centered on a point you choose within range.
The area is heavily obscured, and exposed
flames in the area are doused.
The ground in the area is covered with slick ice,
making it difficult terrain. When a creature
enters the spell's area for the first me on a turn
or starts its turn there, it must make a Dexterity
saving throw. On a failed save, it falls prone.
If a creature is concentra ng in the spell's area,
the creature must make a successful
Cons tu on saving throw against your spell
save DC or lose concentra on.

Druid (*)(Desert) 3rd level Abjura on Druid (*)(Arc c) 3rd level Conjura on
SLOW SPEAK WITH PLANTS STINKING CLOUD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 120 feet 1 ac on Self (30-foot radius) 1 ac on 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, S 10 minutes V, S, M Concentra on, up to 1
minute minute
You imbue plants within 30 feet of you with limited
a drop of molasses sen ence and anima on, giving them the ability to a ro en egg or several skunk cabbage leaves
communicate with you and follow your simple
You alter me around up to six creatures of your commands. You can ques on plants about events in You create a 20-foot-radius sphere of yellow,
choice in a 40-foot cube within range. Each target the spell's area within the past day, gaining nausea ng gas centered on a point within range.
must succeed on a Wisdom saving throw or be informa on about creatures that have passed, The cloud spreads around corners, and its area
affected by this spell for the dura on. weather, and other circumstances. is heavily obscured. The cloud lingers in the air
An affected target's speed is halved, it takes a -2 You can also turn difficult terrain caused by plant for the dura on.
penalty to AC and Dexterity saving throws, and it growth (such as thickets and undergrowth) into Each creature that is completely within the
can't use reac ons. On its turn, it can use either an ordinary terrain that lasts for the dura on. Or you can cloud at the start of its turn must make a
ac on or a bonus ac on, not both. Regardless of the turn ordinary terrain where plants are present into Cons tu on saving throw against poison. On a
creature's abili es or magic items, it can't make more difficult terrain that lasts for the dura on, causing failed save, the creature spends its ac on that
than one melee or ranged a ack during its turn. vines and branches to hinder pursuers, for example. turn retching and reeling. Creatures that don't
If the creature a empts to cast a spell with a cas ng Plants might be able to perform other tasks on your
me of 1 ac on, roll a d20. On an 11 or higher, the need to breathe or are immune to poison
behalf, at the DM's discre on. The spell doesn't automa cally succeed on this saving throw.
spell doesn't take effect un l the creature's next turn, enable plants to uproot themselves and move about,
and the creature must use its ac on on that turn to but they can freely move branches, tendrils, and A moderate wind (at least 10 miles per hour)
complete the spell. If it can't, the spell is wasted. stalks.
disperses the cloud a er 4 rounds. A strong
A creature affected by this spell makes another If a plant creature is in the area, you can communicate wind (at least 20 miles per hour) disperses it
Wisdom saving throw at the end of its turn. On a with it as if you shared a common language, but you a er 1 round.
successful save, the effect ends for it. gain no magical ability to influence it.
This spell can cause the plants created by the
entangle spell to release a restrained creature.

TIDAL WAVE WALL OF WATER WATER BREATHING (RITUAL)


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 120 feet 1 ac on 60 feet 1 ac on 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentra on, up to 10 V, S, M 24 hours
minutes
a drop of water a short reed or piece of straw
a drop of water
You conjure up a wave of water that crashes This spell grants up to ten willing creatures you
down on an area within range. The area can be You create a wall of water on the ground at a can see within range the ability to breathe
up to 30 feet long, up to 10 feet wide, and up to point you can see within range. You can make underwater un l the spell ends. Affected
10 feet tall. Each creature in that area must the wall up to 30 feet long, 10 feet high, and 1 creatures also retain their normal mode of
make a Dexterity saving throw. On a failed save, foot thick, or you can make a ringed wall up to respira on.
a creature takes 4d8 bludgeoning damage and is 20 feet in diameter, 20 feet high, and 1 foot
knocked prone. On a successful save, a creature thick. The wall vanishes when the spell ends.
takes half as much damage and isn't knocked The wall's space is difficult terrain.
prone. The water then spreads out across the Any ranged weapon a ack that enters the wall's
ground in all direc ons, ex nguishing space has disadvantage on the a ack roll, and
unprotected flames in its area and within 30 fire damage is halved if the fire effect passes
feet of it, and then it vanishes. through the wall to reach its target. Spells that
deal cold damage that pass through the wall
cause the area of the wall they pass through to
freeze solid (at least a 5-foot-square sec on is
frozen). Each 5-foot-square frozen sec on has
AC 5 and 15 hit points. Reducing a frozen
sec on to 0 hit points destroys it. When a
sec on is destroyed, the wall's water doesn't fill
it.

Druid (XGE) 3rd level Conjura on Druid (XGE) 3rd level Evoca on Druid (*)(Coast) 3rd level Transmuta on

WATER WALK (RITUAL) WIND WALL


CASTING TIME RANGE CASTING TIME RANGE
1 ac on 30 feet 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentra on, up to 1
minute
a piece of cork
a ny fan and a feather of exo c origin
This spell grants the ability to move across any
liquid surface - such as water, acid, mud, snow, A wall of strong wind rises from the ground at a point
quicksand, or lava - as if it were harmless solid you choose within range. You can make the wall up to
ground (creatures crossing molten lava can s ll 50 feet long, 15 feet high, and 1 foot thick. You can
take damage from the heat). Up to ten willing shape the wall in any way you choose so long as it
creatures you can see within range gain this makes one con nuous path along the ground. The
ability for the dura on. wall lasts for the dura on.
If your target a creature submerged in a liquid, When the wall appears, each creature within its area
must make a Strength saving throw. A creature takes
the spell carries the target to the surface of the 3d8 bludgeoning damage on a failed save, or half as
liquid at a rate of 60 feet per round. much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at
bay. Small or smaller flying creatures or objects can't
pass through the wall. Loose, lightweight materials
brought into the wall fly upward. Arrows, bolts, and
other ordinary projec les launched at targets behind
the wall are deflected upward and automa cally miss.
(Boulders hurled by giants or siege engines, and
similar projec les, are unaffected.) Creatures in
gaseous form can't pass through it.

Druid (*)(Swamp)(Coast) 3rd level Transmuta on Druid 3rd level Evoca on


BLIGHT CHARM MONSTER CONFUSION [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 30 feet 1 ac on 30 feet 1 ac on 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 hour V, S, M Concentra on, up to 1
minute
Necroman c energy washes over a creature of You a empt to charm a creature you can see
your choice that you can see within range, within range. It must make a Wisdom saving three nut shells
draining moisture and vitality from it. The target throw, and it does so with advantage if you or
must make a Cons tu on saving throw. The your companions are figh ng it. If it fails the This spell assaults and twists creatures' minds,
target takes 8d8 necro c damage on a failed saving throw, it is charmed by you un l the spell spawning delusions and provoking uncontrolled
ac ons. Each creature in a 10-foot-radius sphere
save, or half as much damage on a successful ends or un l you or your companions do centered on a point you choose within range must
one. This spell has no effect on undead or anything harmful to it. The charmed creature is succeed on a Wisdom saving throw when you cast
constructs. friendly to you. When the spell ends, the this spell or be affected by it.
If you target a plant creature or a magical plant, creature knows it was charmed by you. An affected target can't take reac ons and must roll a
it makes the saving throw with disadvantage, At Higher Levels: When you cast this spell d10 at the start of each of its turns to determine its
and the spell deals maximum damage to it. using a spell slot of 5th level or higher, you can behavior for that turn.
If you target a nonmagical plant that isn't a target one addi onal creature for each slot level 1: The creature uses all its movement to move in a
creature, such as a tree or shrub, it doesn't make above 4th. The creatures must be within 30 feet random direc on. To determine the direc on, roll a
a saving throw, it simply withers and dies. of each other when you target them. d8 and assign a direc on to each die face. The
At Higher Levels: When you cast this spell creature doesn't take an ac on this turn.
using a spell slot of 5th level or higher, the 2-6: The creature doesn't move or take ac ons this
damage increases by 1d8 for each slot level turn.
above 4th. 7-8: The creature uses its ac on to make a melee
a ack against a randomly determined creature within
its reach. If there is no creature within its reach, the
creature does nothing this turn.
9-10: The creature can act and move normally. At the
end of its turns, an affected target can make a
Wisdom saving throw. If it succeeds, this effect ends
for that

CONFUSION [2/2] CONJURE MINOR ELEMENTALS CONJURE WOODLAND BEINGS [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 90 feet 1 minute 90 feet 1 ac on 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, S Concentra on, up to 1 V, S, M Concentra on, up to 1
minute hour hour
three nut shells You summon elementals that appear in unoccupied one holly berry per creature summoned
spaces that you can see within range. You choose one
target. the following op ons for what appears. You summon fey creatures that appear in unoccupied
At Higher Levels: When you cast this spell • One elemental of challenge ra ng 2 or lower spaces that you can see within range. Choose one of
using a spell slot of 5th level or higher, the • Two elementals of challenge ra ng 1 or lower the following op ons for what appears.
radius of the sphere increases by 5 feet for each • Four elementals of challenge ra ng 1/2 or lower • One fey creature of challenge ra ng 2 or lower
slot above 4th. • Eight elementals of challenge ra ng 1/4 or lower. • Two fey creatures of challenge ra ng 1 or lower
An elemental summoned by this spell disappears • Four fey creatures of challenge ra ng 1/2 or lower
when it drops to 0 hit points or when the spell ends. • Eight fey creatures of challenge ra ng 1/4 or lower
The summoned creatures are friendly to you and your A summoned creature disappears when it drops to 0
companions. Roll ini a ve for the summoned hit points or when the spell ends.
creatures as a group, which has its own turns. They The summoned creatures are friendly to you and your
obey any verbal commands that you issue to them (no companions. Roll ini a ve for the summoned
ac on required by you). If you don't issue any creatures as a group, which have their own turns.
commands to them, they defend themselves from They obey any verbal commands that you issue to
hos le creatures, but otherwise take no ac ons. them (no ac on required by you). If you don't issue
The DM has the creatures' sta s cs. any commands to them, they defend themselves from
At Higher Levels: When you cast this spell using hos le creatures, but otherwise take no ac ons.
certain higher-level spell slots, you choose one of the The DM has the creatures' sta s cs.
summoning op ons above, and more creatures At Higher Levels: When you cast this spell using
appear - twice as many with a 6th-level slot and three certain higher-level spell slots, you choose one of the
mes as many with an 8th-level slot . summoning op ons above, and more creatures
appear - twice as many with

Druid 4th level Enchantment Druid 4th level Conjura on Druid 4th level Conjura on

CONJURE WOODLAND BEINGS [2/2] CONTROL WATER [1/3]


CASTING TIME RANGE CASTING TIME RANGE
1 ac on 60 feet 1 ac on 300 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, S, M Concentra on, up to 10
hour minutes
one holly berry per creature summoned a drop of water and a pinch of dust
a 6th-level slot and three mes as many with an Un l the spell ends, you control any freestanding
8th-level slot. water inside an area you choose that is a cube up to
100 feet on a side. You can choose from any of the
following effects when you cast this spell. As an
ac on on your turn, you can repeat the same effect or
choose a different one.
Flood : You cause the water level of all standing
water in the area to rise by as much as 20 feet. If the
area includes a shore, the flooding water spills over
onto dry land.
If you choose an area in a large body of water, you
instead create a 20-foot tall wave that travels from
one side of the area to the other and then crashes
down. Any Huge or smaller vehicles in the wave's
path are carried with it to the other side. Any Huge or
smaller vehicles struck by the wave have a 25 percent
chance of capsizing.
The water level remains elevated un l the spell ends
or you choose a different effect. If this effect
produced a wave, the wave repeats on the start of
your next turn while the flood effect lasts.
Part Water: You cause

Druid 4th level Conjura on Druid (*)(Coast) 4th level Transmuta on


CONTROL WATER [2/3] CONTROL WATER [3/3] DIVINATION (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 300 feet 1 ac on 300 feet 1 ac on Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 10 V, S, M Concentra on, up to 10 V, S, M Instantaneous
minutes minutes
incense and a sacrificial offering appropriate to
a drop of water and a pinch of dust a drop of water and a pinch of dust your religion, together worth at least 25 gp, which
water in the area to move apart and create a trench. Any creature or object in the water and within the spell consumes
The trench extends across the spell's area, and the 25 feet of the vortex is pulled 10 feet toward it. Your magic and an offering put you in contact
separated water forms a wall to either side. The A creature can swim away from the vortex by
trench remains un l the spell ends or you choose a with a god or a god's servants. You ask a single
making a Strength (Athle cs) check against your ques on concerning a specific goal, event, or
different effect. The water then slowly fills in the spell save DC.
trench over the course of the next round un l the ac vity to occur within 7 days. The DM offers a
When a creature enters the vortex for the first truthful reply. The reply might be a short phrase,
normal water level is restored. me on a turn or starts its turn there, it must
Redirect Flow: You cause flowing water in the area a cryp c rhyme, or an omen.
make a Strength saving throw. On a failed save, The spell doesn't take into account any possible
to move in a direc on you choose, even if the water the creature takes 2d8 bludgeoning damage and
has to flow over obstacles, up walls, or in other circumstances that might change the outcome,
unlikely direc ons. The water in the area moves as is caught in the vortex un l the spell ends. On a such as the cas ng of addi onal spells or the
you direct it, but once it moves beyond the spell's successful save, the creature takes half damage, loss or gain of a companion.
area, it resumes its flow based on the terrain and isn't caught in the vortex. A creature caught If you cast this spell two or more mes before
condi ons. The water con nues to move in the in the vortex can use its ac on to try to swim finishing your next long rest, there is a
direc on you chose un l the spell ends or you choose away from the vortex as described above, but cumula ve 25 percent chance for each cas ng
a different effect. has disadvantage on the Strength (Athle cs) a er the first that you get a random reading.
Whirlpool: This effect requires a body of water at check to do so. The DM makes this roll in secret.
least 50 feet square and 25 feet deep. You cause a The first me each turn that an object enters
whirlpool to form in the center of the area. The the vortex, the object takes 2d8 bludgeoning
whirlpool forms a vortex that is 5 feet wide at the damage, this damage occurs each round it
base, up to 50 feet wide at the top, and 25 feet tall. remains in the vortex.

DOMINATE BEAST [1/2] DOMINATE BEAST [2/2] ELEMENTAL BANE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 60 feet 1 ac on 60 feet 1 ac on 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 1 V, S Concentra on, up to 1 V, S Concentra on, up to 1
minute minute minute
You a empt to beguile a beast that you can see succeeds, the spell ends. Choose one creature you can see within range,
within range. It must succeed on a Wisdom saving At Higher Levels: When you cast this spell and choose one of the following damage types -
throw or be charmed by you for the dura on. If you with a 5th-level spell slot, the dura on is acid, cold, fire, lightning, or thunder. The target
or creatures that are friendly to you are figh ng it, it concentra on, up to 10 minutes. When you use must succeed on a Cons tu on saving throw or
has advantage on the saving throw. a 6th-level spell slot, the dura on is be affected by the spell for its dura on. The first
While the beast is charmed, you have a telepathic link concentra on, up to 1 hour. When you use a me each turn the affected target takes damage
with it as long as the two of you are on the same spell slot of 7th level or higher, the dura on is of the chosen type, the target takes an extra
plane of existence. You can use this telepathic link to concentra on, up to 8 hours. 2d6 damage of that type. Moreover, the target
issue commands to the creature while you are loses any resistance to that damage type un l
conscious (no ac on required), which it does its best
to obey. You can specify a simple and general course the spell ends.
of ac on, such as A ack that creature, Run over At Higher Levels: When you cast this spell
there, or Fetch that object. If the creature completes using a spell slot of 5th level or higher, you can
the order and doesn't receive further direc on from target one addi onal creature for each slot level
you, it defends and preserves itself to the best of its above 4th. The creatures must be within 30 feet
ability. of each other when you target them.
You can use your ac on to take total and precise
control of the target. Un l the end of your next turn,
the creature takes only the ac ons you choose, and
doesn't do anything that you don't allow it to do.
During this me, you can also cause the creature to
use a reac on, but this requires you to use your own
reac on as well.
Each me the target takes damage, it makes a new
Wisdom saving throw against the spell. If the saving
Druid 4th level Enchantment Druid 4th level Enchantment Druid (XGE) 4th level Transmuta on

FREEDOM OF MOVEMENT GIANT INSECT


CASTING TIME RANGE CASTING TIME RANGE
1 ac on Touch 1 ac on 30 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Concentra on, up to 10
minutes
a leather strap, bound around the arm or a similar
appendage You transform up to ten cen pedes, three
spiders, five wasps, or one scorpion within range
You touch a willing creature. For the dura on, into giant versions of their natural forms for the
the target's movement is unaffected by difficult dura on. A cen pede becomes a giant
terrain, and spells and other magical effects can cen pede, a spider becomes a giant spider, a
neither reduce the target's speed nor cause the wasp becomes a giant wasp, and a scorpion
target to be paralyzed or restrained. becomes a giant scorpion.
The target can also spend 5 feet of movement Each creature obeys your verbal commands, and
to automa cally escape from nonmagical in combat, they act on your turn each round.
restraints, such as manacles or a creature that The DM has the sta s cs for these creatures
has it grappled. Finally, being underwater and resolves their ac ons and movement.
imposes no penal es on the target's movement A creature remains in its giant size for the
or a acks. dura on, un l it drops to 0 hit points, or un l
you use an ac on to dismiss the effect on it.
The DM might allow you to choose different
targets. For example, if you transform a bee, its
giant version might have the same sta s cs as a
giant wasp.

Druid (XGE) 4th level Abjura on Druid 4th level Transmuta on


GRASPING VINE GREATER INVISIBILITY GUARDIAN OF NATURE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 bonus ac on 30 feet 1 ac on Touch 1 bonus ac on Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 1 V, S Concentra on, up to 1 V Concentra on, up to 1
minute minute minute
You conjure a vine that sprouts from the ground You or a creature you touch becomes invisible A nature spirit answers your call and transforms you
in an unoccupied space of your choice that you un l the spell ends. Anything the target is into a powerful guardian. The transforma on lasts
can see within range. When you cast this spell, wearing or carrying is invisible as long as it is on un l the spell ends. You choose one of the following
you can direct the vine to lash out at a creature the target's person. forms to assume: Primal Beast or Great Tree.
within 30 feet of it that you can see. That Primal Beast: Bes al fur covers your body, your
creature must succeed on a Dexterity saving facial features become feral, and you gain the
throw or be pulled 20 feet directly toward the following benefits:
vine. • Your walking speed increases by 10 feet.
Un l the spell ends, you can direct the vine to • You gain darkvision with a range of 120 feet.
lash out at the same creature or another one as • You make Strength-based a ack rolls with
a bonus ac on on each of your turns. advantage.
• Your melee weapon a acks deal an extra 1d6 force
damage on a hit.
Great Tree : Your skin appears barky, leaves sprout
from your hair, and you gain the following benefits:
• You gain 10 temporary hit points.
• You make Cons tu on saving throws with
advantage.
• You make Dexterity- and Wisdom-based a ack rolls
with advantage.
• While you are on the ground, the ground within 15
feet of you is difficult terrain for your enemies.

HALLUCINATORY TERRAIN ICE STORM LOCATE CREATURE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes 300 feet 1 ac on 300 feet 1 ac on Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M Instantaneous V, S, M Concentra on, up to 1
hour
a stone, a twig, and a bit of green plant a pinch of dust and a few drops of water
a bit of fur from a bloodhound
You make natural terrain in a 150-foot cube in A hail of rock-hard ice pounds to the ground in a
range look, sound, and smell like some other 20-foot-radius, 40-foot-high cylinder centered Describe or name a creature that is familiar to
sort of natural terrain. Thus, open fields or a on a point within range. Each creature in the you. You sense the direc on to the creature's
road can be made to resemble a swamp, hill, cylinder must make a Dexterity saving throw. A loca on, as long as that creature is within 1,000
crevasse, or some other difficult or impassable creature takes 2d8 bludgeoning damage and feet of you. If the creature is moving, you know
terrain. A pond can be made to seem like a 4d6 cold damage on a failed save, or half as the direc on of its movement.
grassy meadow, a precipice like a gentle slope, much damage on a successful one. The spell can locate a specific creature known
or a rock-strewn gully like a wide and smooth Hailstones turn the storm's area of effect into to you, or the nearest creature of a specific kind
road. Manufactured structures, equipment, and difficult terrain un l the end of your next turn. (such as a human or a unicorn), so long as you
creatures within the area aren't changed in At Higher Levels: When you cast this spell have seen such a creature up close - within 30
appearance. using a spell slot of 5th level or higher, the feet - at least once. If the creature you
The tac le characteris cs of the terrain are bludgeoning damage increases by 1d8 for each described or named is in a different form, such
unchanged, so creatures entering the area are slot level above 4th. as being under the effects of a polymorph spell,
likely to see through the illusion. If the this spell doesn't locate the creature.
difference isn't obvious by touch, a creature This spell can't locate a creature if running water
carefully examining the illusion can a empt an at least 10 feet wide blocks a direct path
Intelligence (Inves ga on) check against your between you and the creature.
spell save DC to disbelieve it. A creature who
discerns the illusion for what it is, sees it as a
vague image superimposed on the terrain.

Druid (*)(Desert) 4th level Illusion Druid (*)(Arc c) 4th level Evoca on Druid (*)(Swamp) 4th level Divina on

POLYMORPH [1/2] POLYMORPH [2/2]


CASTING TIME RANGE CASTING TIME RANGE
1 ac on 60 feet 1 ac on 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, S, M Concentra on, up to 1
hour hour
a caterpillar cocoon a caterpillar cocoon
This spell transforms a creature with at least 1 hit The creature is limited in the ac ons it can
point that you can see within range into a new form. perform by the nature of its new form, and it
An unwilling creature must make a Wisdom saving can't speak, cast spells, or take any other ac on
throw to avoid the effect. A shapechanger that requires hands or speech.
automa cally succeeds on this saving throw. The target's gear melds into the new form. The
The transforma on lasts for the dura on, or un l the creature can't ac vate, use, wield, or otherwise
target drops to 0 hit points or dies. The new form can benefit from any of its equipment.
be any beast whose challenge ra ng is equal to or
less than the target's (or the target's level, if it doesn't
have a challenge ra ng). The target's game sta s cs,
including mental ability scores, are replaced by the
sta s cs of the chosen beast. It retains its alignment
and personality.
The target assumes the hit points of its new form.
When it reverts to its normal form, the creature
returns to the number of hit points it had before it
transformed. If it reverts as a result of dropping to 0
hit points, any excess damage carries over to its
normal form. As long as the excess damage doesn't
reduce the creature's normal form to 0 hit points, it
isn't knocked unconscious.

Druid 4th level Transmuta on Druid 4th level Transmuta on


STONE SHAPE STONESKIN WALL OF FIRE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on Touch 1 ac on Touch 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentra on, up to 1 V, S, M Concentra on, up to 1
hour minute
so clay, which must be worked into roughly the
desired shape of the stone object diamond dust worth 100 gp, which the spell a small piece of phosphorus
consumes You create a wall of fire on a solid surface within
You touch a stone object of Medium size or
smaller or a sec on of stone no more than 5 This spell turns the flesh of a willing creature range. You can make the wall up to 60 feet long, 20
feet in any dimension and form it into any shape you touch as hard as stone. Un l the spell ends, feet high, and 1 foot think, or a ringed wall up to 20
the target has resistance to nonmagical feet in diameter, 20 feet high, and 1 foot think. The
that suits your purpose. So, for example, you wall is opaque and lasts for the dura on.
could shape a large rock into a weapon, idol, or bludgeoning, piercing, and slashing damage.
When the wall appears, each creature within its area
coffer, or make a small passage through a wall, must make a Dexterity saving throw. On a failed save,
as long as the wall is less than 5 feet thick. You a creature takes 5d8 fire damage, or half as much
could also shape a stone door or its frame to damage on a successful save.
seal the door shut. The object you create can One side of the wall, selected by you when you cast
have up to two hinges and a latch, but finer this spell, deals 5d8 fire damage to each creature that
mechanical detail isn't possible. ends its turn within 10 feet of that side or inside the
wall. A creature takes the same damage when it
enters the wall for the first me on a turn or ends its
turn there. The other side of the wall deals no
damage.
At Higher Levels: When you cast this spell using a
spell slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.

4th level Transmuta on


Druid (*)(Underdark)(Mountain) Druid (*)(Mountain) 4th level Abjura on Druid 4th level Evoca on

WATERY SPHERE [1/2] WATERY SPHERE [2/2] ANTILIFE SHELL


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 90 feet 1 ac on 90 feet 1 ac on Self (10-foot radius)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, S, M Concentra on, up to 1 V, S Concentra on, up to 1
minute minute hour
a droplet of water a droplet of water A shimmering barrier extends out from you in a
10-foot radius and moves with you, remaining
You conjure up a sphere of water with a 5-foot radius ac on, you can move the sphere up to 30 feet in centered on you and hedging out creatures
on a point you can see within range. The sphere can a straight line. If it moves over a pit, a cliff, or other than undead and constructs.
hover but no more than 10 feet off the ground. The other drop-off, it safely descends un l it is The barrier lasts for the dura on. The barrier
sphere remains for the spell's dura on. hovering 10 feel above the ground. Any creature prevents an affected creature from passing or
Any creature in the sphere's space must make a restrained by the sphere moves with it. You can reaching through. An affected creature can cast
Strength saving throw. On a successful save, a ram the sphere into creatures, forcing them to
creature is ejected from that space to the nearest spells or make a acks with ranged or reach
make the saving throw. weapons through the barrier.
unoccupied space of the creature's choice outside the When the spell ends, the sphere falls to the
sphere. A Huge or larger creature succeeds on the If you move so that an affect creature is forced
saving throw automa cally, and a Large or smaller ground and ex nguishes all normal flames to pass through the barrier, the spell ends.
creature can choose to fail it. On a failed save, a within 30 feet of it. Any creature restrained by
creature is restrained by the sphere and is engulfed the sphere is knocked prone in the space where
by the water. At the end of each of its turns, a it falls. The water then vanishes.
restrained target can repeat the saving throw, ending
the effect on itself on a success.
The sphere can restrain as many as four Medium or
smaller creatures or one Large creature. If the sphere
restrains a creature that causes it to exceed this
capacity, a random creature that was already
restrained by the sphere falls out of it and lands prone
in a space within 5 feet of it.
As an

Druid (XGE) 4th level Conjura on Druid (XGE) 4th level Conjura on Druid 5th level Abjura on

AWAKEN CLOUDKILL
CASTING TIME RANGE CASTING TIME RANGE
8 hours Touch 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S Concentra on, up to 10
minutes
an agate worth at least 1,000 gp, which the spell
consumes You create a 20-foot-radius sphere of poisonous,
yellow-green fog centered on a point you choose
A er spending the cas ng me tracing magical within range. The fog spreads around corners. It lasts
pathways within a precious gemstone, you for the dura on or un l strong wind disperses the
touch a huge or smaller beast or plant. The fog, ending the spell. Its area is heavily obscured.
target must have either no Intelligence score or When a creature enters the spell's area for the first
an Intelligence of 3 or less. The target gains an me on a turn or starts its turn there, that creature
Intelligence of 10. The target also gains the must make a Cons tu on saving throw. The creature
ability to speak one language you know. If the takes 5d8 poison damage on a failed save, or half as
much damage on a successful one. Creatures are
target is a plant, it gains the ability to move its affected even if they hold their breath or don't need
limbs, roots, vines, creepers, and so forth, and it to breathe.
gains senses similar to a human's. Your DM The fog moves 10 feet away from you at the start of
chooses sta s cs appropriate for the awakened each of your turns, rolling along the surface of the
plant, such as the sta s cs for the awakened ground. The vapors, being heavier than air, sink to the
shrub or the awakened tree. lowest level of the land, even pouring down openings.
The awakened beast or plant is charmed by you At Higher Levels: When you cast this spell using a
for 30 days or un l you and your companions do spell slot of 6th level or higher, the damage increases
anything harmful to it. When the charmed by 1d8 for each slot level above 5th.
condi on ends, the awakened creature chooses
whether to remain friendly to you, based on
how you treated it while it was charmed.

Druid 5th level Transmuta on Druid (Underdark) 5th level Conjura on


COMMUNE WITH NATURE (RITUAL) CONE OF COLD CONJURE ELEMENTAL [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Self 1 ac on Self (60-foot cone) 1 minute 90 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S, M Concentra on, up to 1
hour
You briefly become one with nature and gain a small crystal or glass cone
knowledge of the surrounding territory. In the burning incense for air, so clay for earth, sulfur
outdoors, the spell gives you knowledge of the A blast of cold air erupts from your hands. Each and phosphorus for fire, or water and sand for
land within 3 miles of you. In caves and other creature in a 60-foot cone must make a water
natural underground se ngs, the radius is Cons tu on saving throw. A creature takes 8d8
limited to 300 feet. The spell doesn't func on cold damage on a failed save, or half as much You call forth an elemental servant. Choose an area of
where nature has been replaced by damage on a successful one. air, earth, fire, or water that fills a 10-foot cube within
construc on, such as in dungeons and towns. A creature killed by this spell becomes a frozen range. An elemental of challenge ra ng 5 or lower
You instantly gain knowledge of up to three statue un l it thaws. appropriate to the area you chose appears in an
facts of your choice about any of the following At Higher Levels: When you cast this spell unoccupied space within 10 feet of it. For example, a
subjects as they relate to the area: using a spell slot of 6th level or higher, the fire elemental emerges from a bonfire, and an earth
damage increases by 1d8 for each slot level elemental rises up from the ground. The elemental
• terrain and bodies of water disappears when it drops to 0 hit points or when the
• prevalent plants, minerals, animals, or peoples above 5th.
spell ends.
• powerful celes als, fey, fiends, elementals, or The elemental is friendly to you and your companions
undead for the dura on. Roll ini a ve for the elemental,
• influence from other planes of existence which has its own turns. It obeys any verbal
• buildings. commands that you issue to it (no ac on required by
For example, you could determine the loca on you). If you don't issue any commands to the
of powerful undead in the area, the loca on of elemental, it defends itself from hos le creatures but
major sources of safe drinking water, and the otherwise takes no ac ons.
loca on of any nearby towns. If your concentra on is broken, the elemental doesn't
disappear. Instead, you lose control of the elemental,
it becomes hos le toward you and your companions,
and it might a ack. An uncontrolled elemental can't
be dismissed by you, and it disappears 1 hour a er

CONJURE ELEMENTAL [2/2] CONTAGION [1/2] CONTAGION [2/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 90 feet 1 ac on Touch 1 ac on Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, S 7 days V, S 7 days
hour
Your touch inflicts disease. Make a melee spell a ack feverish. The creature has disadvantage on
burning incense for air, so clay for earth, sulfur against a creature within your reach. On a hit, you Intelligence checks and Intelligence saving
and phosphorus for fire, or water and sand for afflict the creature with a disease of your choice from throws, and the creature behaves as if under the
water any of the ones described below. effects of the confusion spell during combat.
At the end of each of the target's turns, it must make Seizure: The creature is overcome with
summoned it. a Cons tu on saving throw. A er failing three of shaking. The creature has disadvantage on
The DM has the elemental's sta s cs. these saving throws, the disease's effects last for the Dexterity checks, Dexterity saving throws, and
At Higher Levels: When you cast this spell dura on, and the creature stops making these saves. a ack rolls that use Dexterity.
A er succeeding on three of these saving throws, the
using a spell slot of 6th level or higher, the
creature recovers from the disease, and the spell Slimy Doom: The creature begins to bleed
challenge ra ng increases by 1 for each slot ends. uncontrollably. The creature has disadvantage
level above 5th. Since this spell induces a natural disease in its target, on Cons tu on checks and Cons tu on saving
any effect that removes a disease or otherwise throws. In addi on, whenever the creature takes
ameliorates a disease's effects apply to it. damage, it is stunned un l the end of its next
Blinding Sickness: Pain grips the creature's mind, turn.
and its eyes turn milky white. The creature has
disadvantage on Wisdom checks and Wisdom saving
throws and is blinded.
Filth Fever : A raging fever sweeps through the
creature's body. The creature has disadvantage on
Strength checks, Strength saving throws, and a ack
rolls that use Strength.
Flesh Rot: The creature's flesh decays. The creature
has disadvantage on Charisma checks and
vulnerability to all damage.
Mindfire : The creature's mind becomes
Druid (*)(Coast) 5th level Conjura on Druid 5th level Necromancy Druid 5th level Necromancy

CONTROL WINDS [1/2] CONTROL WINDS [2/2]


CASTING TIME RANGE CASTING TIME RANGE
1 ac on 300 feet 1 ac on 300 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 1 V, S Concentra on, up to 1
hour hour
You take control of the air in a 100-foot cube that you Updraft: You cause a sustained updra within
can see within range. Choose one of the following the cube, rising upward from the cube's bo om
effects when you cast the spell. The effect lasts for side. Creatures that end a fall within the cube
the spell's dura on, unless you use your ac on on a take only half damage from the fall. When a
later turn to switch to a different effect. You can also creature in the cube makes a ver cal jump, the
use your ac on to temporarily halt the effect or to creature can jump up to 10 feet higher than
restart one you've halted. normal.
Gusts: A wind picks up within the cube, con nually
blowing in a horizontal direc on you designate. You
choose the intensity of the wind: calm, moderate, or
strong. If the wind is moderate or strong, ranged
weapon a acks that enter or leave the cube or pass
through it have disadvantage on their a ack rolls. If
the wind is strong, any creature moving against the
wind must spend 1 extra foot of movement for each
foot moved.
Downdraft: You cause a sustained blast of strong
wind to blow downward from the top of the cube.
Ranged weapon a acks that pass through the cube or
that are made against targets within it have
disadvantage on their a ack rolls . A creature must
make a Strength saving throw if it flies into the cube
for the first me on a turn or starts its turn there
flying. On a failed save, the creature is knocked
prone.
Druid (XGE) 5th level Transmuta on Druid (XGE) 5th level Transmuta on
DREAM [1/2] DREAM [2/2] GEAS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute Special 1 minute Special 1 minute 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S, M 8 hours V 30 days
a handful of sand, a dab of ink, and a wri ng quill a handful of sand, a dab of ink, and a wri ng quill You place a magical command on a creature that you
plucked from a sleeping bird plucked from a sleeping bird can see within range, forcing it to carry out some
service or refrain from some ac on or course of
This spell shapes a creature's dreams. Choose a target's dreams. ac vity as you decide. If the creature can understand
creature known to you as the target of this spell. The You can make the messenger appear monstrous you, it must succeed on a Wisdom saving throw or
target must be on the same plane of existence as you. and terrifying to the target. If you do, the become charmed by you for the dura on. While the
Creatures that don't sleep, such as elves, can't be messenger can deliver a message of no more creature is charmed by you, it takes 5d10 psychic
contacted by this spell. You, or a willing creature you than ten words and then the target must make a damage each me it acts in a manner directly counter
touch, enters a trance state, ac ng as a messenger. Wisdom saving throw. On a failed save, echoes to your instruc ons, but no more than once each day.
While in the trance, the messenger is aware of his or of the phantasmal monstrosity spawn a A creature that can't understand you is unaffected by
her surroundings, but can't take ac ons or move. nightmare that lasts the dura on of the target's the spell.
If the target is asleep, the messenger appears in the You can issue any command you choose, short of an
target's dreams and can converse with the target as sleep and prevents the target from gaining any ac vity that would result in certain death. Should you
long as it remains asleep, through the dura on of the benefit from that rest. In addi on, when the issue a suicidal command, the spell ends.
spell. The messenger can also shape the environment target wakes up, it takes 3d6 psychic damage. You can end the spell early by using an ac on to
of the dream, crea ng landscapes, objects, and other If you have a body part, lock of hair, clipping dismiss it. A remove curse, greater restora on, or
images. The messenger can emerge from the trance from a nail, or similar por on of the target's wish spell also ends it.
at any me, ending the effect of the spell early. The body, the target makes its saving throw with At Higher Levels: When you cast this spell using a
target recalls the dream perfectly upon waking. If the disadvantage. spell slot of 7th or 8th level, the dura on is 1 year.
target is awake when you cast the spell, the When you cast this spell using a spell slot of the spell
messenger knows it, and can either end the trance lasts un l it is ended by one of the spells men oned
(and the spell) or wait for the target to fall asleep, at above.
which point the messenger appears in the

GREATER RESTORATION INSECT PLAGUE MAELSTROM


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on Touch 1 ac on 300 feet 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Concentra on, up to 10 V, S, M Concentra on, up to 1
minutes minute
diamond dust worth 100 gp, which the spell
consumes a few grains of sugar, some kernels of grain, and a paper or leaf in the shape of a funnel
smear of fat
You imbue a creature you touch with posi ve A swirling mass of 5-foot-deep water appears in
energy to undo a debilita ng effect. You can Swarming, bi ng locusts fill a 20-foot-radius a 30-foot radius centered on a point you can see
reduce the target's exhaus on level by one, or sphere centered on a point you choose within within range. The point must be on ground or in
end one of the following effects on the target. range. The sphere spreads around corners. The a body of water. Un l the spell ends, that area is
• One effect that charmed or petrified the sphere remains for the dura on, and its area is difficult terrain, and any creature that starts its
target lightly obscured. The sphere's area is difficult turn there must succeed on a Strength saving
• One curse, including the target's a unement terrain. throw or take 6d6 bludgeoning damage and be
to a cursed magic item When the area appears, each creature in it must pulled 10 feet toward the center.
• Any reduc on to one of the target's ability make a Cons tu on saving throw. A creature
scores takes 4d10 piercing damage on a failed save, or
• One effect reducing the target's hit point half as much damage on a successful one. A
maximum creature must also make this saving throw when
it enters the spell's area for the first me on a
turn or ends its turn there.
At Higher Levels: When you cast this spell
using a spell slot of 6th level or higher, the
damage increases by 1d10 for each slot level
above 5th.

Druid 5th level Abjura on Druid 5th level Conjura on Druid (XGE) 5th level Evoca on

MASS CURE WOUNDS PASSWALL


CASTING TIME RANGE CASTING TIME RANGE
1 ac on 60 feet 1 ac on 30 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M 1 hour
A wave of healing energy washes out from a a pinch of sesame seeds
point of your choice within range. Choose up to
six creatures in a 30-foot-radius sphere A passage appears at a point of your choice that
centered on that point. Each target regains hit you can see on a wooden, plaster, or stone
points equal to 3d8 + your spellcas ng ability surface (such as a wall, a ceiling, or a floor)
modifier. This spell has no effect on undead or within range, and lasts for the dura on. You
constructs. choose the opening's dimensions - up to 5 feet
At Higher Levels: When you cast this spell wide, 8 feet tall, and 20 feet deep. The passage
using a spell slot of 6th level or higher, the creates no instability in a structure surrounding
healing increases by 1d8 for each slot level it.
above 5th. When the opening disappears, any creatures or
objects s ll in the passage created by the spell
are safely ejected to an unoccupied space
nearest to the surface on which you cast the
spell.

Druid 5th level Evoca on Druid (Mountain) 5th level Transmuta on


PLANAR BINDING [1/2] PLANAR BINDING [2/2] REINCARNATE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 60 feet 1 hour 60 feet 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M 24 hours V, S, M Instantaneous
a jewel worth at least 1,000 gp, which the spell a jewel worth at least 1,000 gp, which the spell rare oils and unguents worth at least 1,000 gp,
consumes consumes which the spell consumes
With this spell, you a empt to bind a celes al, an fact if you are on the same plane of existence. If You touch a dead humanoid or a piece of a dead
elemental, a fey, or a fiend to your service. The you are on a different plane of existence, it humanoid. Provided that the creature has been dead
creature must be within range for the en re cas ng returns to the place where you bound it and no longer than 10 days, the spell forms a new adult
of the spell. (Typically, the creature is first summoned remains there un l the spell ends. body for it and then calls the soul to enter that body.
into the center of an inverted magic circle in order to At Higher Levels: When you cast this spell If the target's soul isn't free or willing to do so, the
keep it trapped while this spell is cast.) At the using a spell slot of a higher level, the dura on spell fails.
comple on of the cas ng, the target must make a increases to 10 days with a 6th-level slot, to 30 The magic fashions a new body for the creature to
Charisma saving throw. On a failed save, it is bound days with a 7th-level slot, to 180 days with an inhabit, which likely causes the creature's race to
to serve you for the dura on. If the creature was 8th-level slot, and to a year and a day with a change. The DM rolls a d100 and consults the
summoned or created by another spell, that spell's following table to determine what form the creature
dura on is extended to match the dura on of this 9th-level spell slot. takes when restored to life, or the DM chooses a
spell. form. 01-04 Dragonborn. 05-13 Dwarf, hill. 14-21
A bound creature must follow your instruc ons to the Dwarf, mountain. 22-25 Elf, dark 26-34 Elf, high.
best of its ability. You might command the creature to 35-42 Elf, wood. 43-46 Gnome, forest. 47-52 Gnome,
accompany you on an adventure, to guard a loca on, rock. 53-56 Half-elf. 57-60 Half-orc. 61-68 Halfling,
or to deliver a message. The creature obeys the le er ligh oot. 69-76 Halfling, stout. 77-96 Human. 97-00
of your instruc ons, but if the creature is hos le to Tiefling.
you, it strives to twist your words to achieve its own The reincarnated creature recalls its former life and
objec ves. If the creature carries out your experiences. It retains the capabili es it had in its
instruc ons completely before the spell ends, it original form, except it exchanges its original race for
travels to you to report this the new one and changes its racial traits accordingly.

SCRYING [1/2] SCRYING [2/2] TRANSMUTE ROCK [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self 10 minutes Self 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 10 V, S, M Concentra on, up to 10 V, S, M Un l dispelled
minutes minutes
clay and water
a focus worth at least 1,000 gp, such as a crystal a focus worth at least 1,000 gp, such as a crystal
ball, a silver mirror, or a font filled with holy water ball, a silver mirror, or a font filled with holy water You choose an area of stone or mud that you can see
that fits within a 40-foot cube and that is within
You can see and hear a par cular creature you choose luminous orb about the size of your fist. range, and choose one of the following effects.
that is on the same plane of existence as you. The Instead of targe ng a creature, you can choose a Transmute Rock to Mud : Nonmagical rock of any
target must make a Wisdom saving throw, which is loca on you have seen before as the target of sort in the area becomes an equal volume of thick,
modified by how well you know the target and the this spell. When you do, the sensor appears at flowing mud that remains for the spell's dura on.
sort of physical connec on you have to it. If a target that loca on and doesn't move. The ground in the spell's area becomes muddy
knows you're cas ng this spell, it can fail the saving enough that creatures can sink into it. Each foot that
throw voluntarily if it wants to be observed. a creature moves through the mud costs 4 feet of
Knowledge - Secondhand (you have heard of the movement, and any creature on the ground when you
target) +5. Firsthand (you have met the target) +0. cast the spell must make a Strength saving throw. A
Familiar (you know the target well) -5. creature must also make the saving throw when it
Connection Likeness or picture -2. Possession or moves into the area for the first me on a turn or
garment -4. Body part, lock of hair, bit of nail, or the ends its turn there. On a failed save, a creature sinks
like -10. into the mud and is restrained, though it can use an
On a successful save, the target isn't affected, and ac on to end the restrained condi on on itself by
you can't use this spell against it again for 24 hours. pulling itself free of the mud.
On a failed save, the spell creates an invisible sensor If you cast the spell on a ceiling, the mud falls. Any
within 10 feet of the target. You can see and hear creature under the mud when it falls must make a
through the sensor as if you were there. The sensor Dexterity saving throw. A creature takes 4d8
moves with the target, remaining within 10 feet of it bludgeoning damage on a failed save,
for the dura on. A creature that can see invisible
objects sees the sensor as a
Druid (*)(Swamp)(Coast) 5th level Divina on Druid (*)(Swamp)(Coast) 5th level Divina on Druid (XGE) 5th level Transmuta on

TRANSMUTE ROCK [2/2] TREE STRIDE


CASTING TIME RANGE CASTING TIME RANGE
1 ac on 120 feet 1 ac on Self
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Un l dispelled V, S Concentra on, up to 1
minute
clay and water
You gain the ability to enter a tree and move
or half as much damage on a successful one. from inside it to inside another tree of the same
Transmute Mud to Rock: Nonmagical mud or kind within 500 feet. Both trees must be living
quicksand in the area no more than 10 feet and at least the same size as you. You must use
deep transforms into so stone for the spell's 5 feet of movement to enter a tree. You
dura on. Any creature in the mud when it instantly know the loca on of all other trees of
transforms must make a Dexterity saving throw. the same kind within 500 feet and, as part of
On a successful save, a creature is shunted the move used to enter the tree, can either pass
safely to the surface in an unoccupied space. On into one of those trees or step out of the tree
a failed save, a creature becomes restrained by you're in. You appear in a spot of your choice
the rock. A restrained creature, or a nother within 5 feet of the des na on tree, using
creature within reach, can use an ac on to try to another 5 feet of movement. If you have no
break the rock by succeeding on a DC 20 movement le , you appear within 5 feet of the
Strength check or by dealing damage to it. The tree you entered.
rock has AC 15 and 25 hit points, and it is You can use this transporta on ability once per
immune to poison and psychic damage. round for the dura on. You must end each turn
outside a tree.

Druid (XGE) 5th level Transmuta on Druid (*)(Forest) 5th level Conjura on
WALL OF STONE [1/2] WALL OF STONE [2/2] WRATH OF NATURE [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 120 feet 1 ac on 120 feet 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 10 V, S, M Concentra on, up to 10 V, S Concentra on, up to 1
minutes minutes minute
a small block of granite a small block of granite You call out to the spirits of nature to rouse them
against your enemies. Choose a point you can see
A nonmagical wall of solid stone springs into than 20 feet in length, you must halve the size within range. The spirits cause trees, rocks, and
existence at a point you choose within range. The of each panel to create supports. You can grasses in a 60-foot cube centered on that point to
wall is 6 inches thick and is composed of ten 10-foot- crudely shape the wall to create crenella ons, become animated un l the spell ends.
by-10-foot panels. Each panel must be con guous ba lements, and so on. Grasses and Undergrowth: Any area of ground in
with at least on other panel. Alterna vely, you can The wall is an object made of stone that can be the cube that is covered by grass or undergrowth is
create 10-foot-by-20-foot panels that are only 3 damaged and thus breached. Each panel has AC difficult terrain for your enemies.
inches thick. 15 and 30 hit points per inch of thickness. Trees: At the start of each of your turns, each of
If the wall cuts through a creature's space when it Reducing a panel to 0 hit points destroys it and your enemies within 10 feet of any tree in the cube
appears, the creature is pushed to one side of the might cause connected panels to collapse at the must succeed on a Dexterity saving throw or take
wall (your choice). If a creature would be surrounded 4d6 slashing damage from whipping branches.
on all sides by the wall (or the wall and another solid DM's discre on.
If you maintain your concentra on on this spell Roots and Vines: At the end of each of your turns,
surface), that creature can make a Dexterity saving one creature of your choice that is on the ground in
throw. On a success, it can use its reac on to move for its whole dura on, the wall becomes
permanent and can't be dispelled. Otherwise, the cube must succeed on a Strength saving throw or
up to its speed so that it is no longer enclosed by the become restrained un l the spell ends. A restrained
wall. the wall disappears when the spell ends.
creature can use an ac on to make a Strength
The wall can have any shape you desire, though it (Athle cs) check against your spell save DC, ending
can't occupy the same space as a creature or object. the effect on itself on a success.
The wall doesn't need to be ver cal or res ng on any Rocks: As a bonus ac on on your turn, you can
firm founda on. It must, however, merge with and be cause a loose rock in the cube to launch at a creature
solidly supported by exis ng stone. Thus you can use you can see in the cube. Make a ranged spell a ack
this spell to bridge a chasm or create a ramp. against the target. On a hit, the target takes 3d8
If you create a span greater nonmagical bludgeoning damage, and it must succeed
on a Strength

WRATH OF NATURE [2/2] BONES OF THE EARTH [1/2] BONES OF THE EARTH [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 120 feet 1 ac on 120 feet 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 1 V, S Instantaneous V, S Instantaneous
minute
You cause up to six pillars of stone to burst from the pillar or fall off it.
saving throw or fall prone. places on the ground that you can see within range. At Higher Levels: When you cast this spell
Each pillar is a cylinder that has a diameter of 5 feet using a spell slot of 7th level or higher, you can
and a height of up to 30 feet. The ground where a create two addi onal pillars for each slot level
pillar appears must be wide enough for its diameter, above 6th.
and you can target ground under a creature if that
creature is Medium or smaller. Each pillar has AC 5
and 30 hit points. When reduced to 0 hit points, a
pillar crumbles into rubble, which creates an area of
difficult terrain with a 10-foot radius that lasts un l
the rubble is cleared. Each 5-foot-diameter por on of
the area requires at least 1 minute to clear by hand.
If a pillar is created under a creature, that creature
must succeed on a Dexterity saving throw or be li ed
by the pillar. A creature can choose to fail the save.
If a pillar is prevented from reaching its full height
because of a ceiling or other obstacle, a creature on
the pillar takes 6d6 bludgeoning damage and is
restrained, pinched between the pillar and the
obstacle. The restrained creature can use an ac on to
make a Strength or Dexterity check (the creature's
choice) against the spell's save DC. On a success, the
creature is no longer restrained and must either move
off

Druid (XGE) 5th level Evoca on Druid (XGE) 6th level Transmuta on Druid (XGE) 6th level Transmuta on

CONJURE FEY DRUID GROVE [1/3]


CASTING TIME RANGE CASTING TIME RANGE
1 minute 90 feet 10 minutes Touch
COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 1 V, S, M 24 hours
hour
mistletoe, which the spell consumes, that was
You summon a fey creature of challenge ra ng 6 or harvested with a golden sickle under the light of a
lower, or a fey spirit that takes the form of a beast of
challenge ra ng 6 or lower. It appears in an full moon
unoccupied space that you can see within range. The You invoke the spirits of nature to protect an area
fey creature disappears when it drops to 0 hit points outdoors or underground. The area can be as small as
or when the spell ends. a 30-foot cube or as large as a 90-foot cube.
The fey creature is friendly to you and your Buildings and other structures are excluded from the
companions for the dura on. Roll ini a ve for the affected area. If you cast this spell in the same area
creature, which has its own turns. It obeys any verbal every day for a year, the spell lasts un l dispelled.
commands that you issue to it (no ac on required by The spell creates the following effects within the
you), as long as they don't violate its alignment. If you area. When you cast this spell, you can specify
don't issue any commands to the fey creature, it creatures as friends who are immune to the effects.
defends itself from hos le creatures but otherwise You can also specify a password that, when spoken
takes no ac ons. aloud, makes the speaker immune to these effects.
If your concentra on is broken, the fey creature The en re warded area radiates magic. A dispel
doesn't disappear. Instead, you lose control of the fey magic cast on the area, if successful, removes only
creature, it becomes hos le toward you and your one of the following effects, not the en re area. That
companions, and it might a ack. An uncontrolled fey spell's caster chooses which effect to end. Only when
creature can't be dismissed by you, and it disappears
all its effects are gone is this spell dispelled.
1 hour a er you summoned it. Solid Fog: You can fill any number of 5-foot squares
The DM has the fey creature's sta s cs. on the ground with thick fog, making them heavily
At Higher Levels: When you cast this spell using a obscured. The fog reaches 10 feet high. In addi on,
spell slot of 7th level or higher, the challenge ra ng every foot of movement through the fog
increases by 1 for each slot level above 6th.

Druid 6th level Conjura on Druid (XGE) 6th level Abjura on


DRUID GROVE [2/3] DRUID GROVE [3/3] FIND THE PATH
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
10 minutes Touch 10 minutes Touch 1 minute Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 24 hours V, S, M 24 hours V, S, M Concentra on, up to 1
day
mistletoe, which the spell consumes, that was mistletoe, which the spell consumes, that was
harvested with a golden sickle under the light of a harvested with a golden sickle under the light of a a set of divinatory tools - such as bones, ivory
full moon full moon s cks, cards, teeth, or carved runes - worth 100 gp
and an object from the loca on you wish to find
costs 2 extra feet. To a creature immune to this effect, don't give them commands and no intruders are
the fog obscures nothing and looks like so mist, with present, the grove guardians do nothing. The This spell allows you to find the shortest, most
motes of green light floa ng in the air. grove guardians can't leave the warded area. direct physical route to a specific fixed loca on
Grasping Undergrowth: You can fill any number When the spell ends, the magic anima ng them that you are familiar with on the same plane of
of 5-foot squares on the ground that aren't filled with disappears, and the trees take root again if existence. If you name a des na on on another
fog with grasping weeds and vines, as if they were possible. plan of existence, a des na on that moves
affected by an entangle spell. To a creature immune Additional Spell Effect: You can place your (such as a mobile fortress), or a des na on that
to this effect, the weeds and vines feel so and choice of one of the following magical effects isn't specific (such as a green dragon's lair), the
reshape themselves to serve as temporary seats or within the warded area: spell fails.
beds. • A constant gust of wind in two loca ons of For the dura on, as long as you are on the same
Grove Guardians: You can animate up to four your choice plane of existence as the des na on, you know
trees in the area, causing them to uproot themselves • Spike growth in one loca on of your choice how far it is and in what direc on it lies. While
from the ground. These trees have the same sta s cs you are traveling there, whenever you are
as an awakened tree, which appears in the Monster
• Wind wall in two loca ons of your choice.
To a creature immune to this effect, the winds presented with a choice of paths along the way,
Manual, except they can't speak, and their bark is are a fragrant, gentle breeze, and the area of you automa cally determine which path is the
covered with druidic symbols. If any creature not shortest and most direct route (but not
immune to this effect enters the warded area, the spike growth is harmless.
grove guardians fight un l they have driven offor slain
necessarily the safest route) to the des na on.
the intruders. The grove guardians also obey your
spoken commands (no ac on required by you) that
you issue while in the area. If you
Druid (XGE) 6th level Abjura on Druid (XGE) 6th level Abjura on Druid 6th level Divina on

HEAL HEROES' FEAST INVESTITURE OF FLAME


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 60 feet 10 minutes 30 feet 1 ac on Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous V, S Concentra on, up to 10
minutes
Choose a creature that you can see within a gem-encrusted bowl worth at least 1,000 gp,
range. A surge of posi ve energy washes which the spell consumes Flames race across your body, shedding bright
through the creature, causing it to regain 70 hit light in a 30-foot radius and dim light for an
points. The spell also ends blindness, deafness, You bring forth a great feast, including addi onal 30 feet for the spell's dura on. The
and any diseases affec ng the target. This spell magnificent food and drink. The feast takes 1 flames don't harm you. Un l the spell ends, you
has no effect on constructs or undead. hour to consume and disappears at the end of gain the following benefits:
At Higher Levels: When you cast this spell that me, and the beneficial effects don't set in • You are immune to fire damage and have
using a spell slot of 7th level or higher, the un l this hour is over. Up to twelve other resistance to cold damage.
amount of healing increases by 10 for each slot creatures can partake of the feast. • Any creature that moves within 5 feet of you
level above 6th. A creature that partakes of the feast gains for the first me on a turn or ends its turn there
several benefits. The creature is cured of all takes 1d10 fire damage.
diseases and poison, becomes immune to • You can use your ac on to create a line of fire
poison and being frightened, and makes all 15 feet long and 5 feet wide extending from you
Wisdom saving throws with advantage. Its hit in a direc on you choose. Each creature in the
point maximum also increases by 2d10, and it line must make a Dexterity saving throw. A
gains the same number of hit points. These creature takes 4d8 fire damage on a failed save,
benefits last for 24 hours. or half as much damage on a successful one.

Druid 6th level Evoca on Druid 6th level Conjura on Druid (XGE) 6th level Transmuta on

INVESTITURE OF ICE INVESTITURE OF STONE


CASTING TIME RANGE CASTING TIME RANGE
1 ac on Self 1 ac on Self
COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 10 V, S Concentra on, up to 10
minutes minutes
Un l the spell ends, ice rimes your body, and Un l the spell ends, bits of rock spread across
you gain the following benefits: your body, and you gain the following benefits:
• You are immune to cold damage and have • You have resistance to bludgeoning, piercing,
resistance to fire damage. and slashing damage from nonmagical a acks.
• You can move across difficult terrain created • You can use your ac on to create a small
by ice or snow without spending extra earthquake on the ground in a 15-foot radius
movement. centered on you. Other creatures on that
• The ground in a 10-foot radius around you is ground must succeed on a Dexterity saving
icy and is difficult terra in for creatures other throw or be knocked prone.
than you. The radius moves with you. • You can move across difficult terrain made of
• You can use your ac on to create a 15-foot earth or stone without spending extra
cone of freezing wind extending from your movement. You can move through solid earth or
outstretched hand in a direc on you choose. stone as if it was air and without destabilizing it,
Each creature in the cone must make a but you can't end your movement there. If you
Cons tu on saving throw. A creature takes 4d6 do so, you are ejected to the nearest
cold damage on a failed save, or half as much da unoccupied space, this spell ends, and you are
mage on a successful one. A creature that fails stunned un l the end of your next turn.
its save against this effect has its speed halved
un l the start of your next turn.

Druid (XGE) 6th level Transmuta on Druid (XGE) 6th level Transmuta on
INVESTITURE OF WIND MOVE EARTH [1/2] MOVE EARTH [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on Self 1 ac on 120 feet 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 10 V, S, M Concentra on, up to 2 V, S, M Concentra on, up to 2
minutes hours hours
Un l the spell ends, wind whirls around you, and an iron blade and a small bag containing a mixture an iron blade and a small bag containing a mixture
you gain the following benefits: of soils - clay, loam, and sand of soils - clay, loam, and sand
• Ranged weapon a acks made against you
have disadvantage on the a ack roll. Choose an area of terrain no larger than 40 feet on a might collapse.
• You gain a flying speed of 60 feet. If you are side within range. You can reshape dirt, sand, or clay Similarly, this spell doesn't directly affect plant
s ll flying when the spell ends, you fall, unless in the area in any manner you choose for the growth. The moved earth carries any plants
you can somehow prevent it. dura on. You can raise or lower the area's eleva on, along with it.
• You can use your ac on to create a 15-foot create or fill in a trench, erect or fla en a wall, or form
cube of swirling wind centered on a point you a pillar. The extent of any such changes can't exceed
half the area's largest dimension. So, if you affect a
can see within 60 feet ofyou. Each creature in 40-foot square, you can create a pillar up to 20 feet
that area must make a Cons tu on saving high, raise or lower the square's eleva on by up to 20
throw. A creature takes 2d10 bludgeoning feet, dig a trench up to 20 feet deep, and so on. It
damage on a failed save, or half as much takes 10 minutes for these changes to complete.
damage on a successful one. If a Large or At the end of every 10 minutes you spend
smaller creature fails the save, that creature is concentra ng on the spell, you can choose a new
also pushed up to 10 feet away from the center area of terrain to affect.
of the cube. Because the terrain's transforma on occurs slowly,
creatures in the area can't usually be trapped or
injured by the ground's movement.
This spell can't manipulate natural stone or stone
construc on. Rocks and structures shi to
accommodate the new terrain. If the way you shape
the terrain would make a structure unstable, it

PRIMORDIAL WARD SUNBEAM TRANSPORT VIA PLANTS


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on Self 1 ac on Self (60-foot line) 1 ac on 10 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 1 V, S, M Concentra on, up to 1 V, S 1 round
minute minute
This spell creates a magical link between a Large
You have resistance to acid, cold, fire, lightning, a magnifying glass or larger inanimate plant within range and
and thunder damage for the spell's dura on. another plant, at any distance, on the same
When you take damage of one of those types, A beam of brilliant light flashes out from your plane of existence. You must have seen or
you can use your reac on to gain immunity to hand in a 5-foot-wide, 60-foot-line. Each touched the des na on plant at least once
that type of damage, including against the creature in the line must make a Cons tu on before. For the dura on, any creature can step
triggering damage. If you do so, the resistances saving throw. On a failed save, a creature takes into the target plant and exit from the
end, and you have the immunity un l the end of 6d8 radiant damage and is blinded un l your des na on plant by using 5 feet of movement.
your next turn, at which me the spell ends. next turn. On a successful save, it takes half as
much damage and isn't blinded by this spell.
Undead and oozes have disadvantage on this
saving throw.
You can create a new line of radiance as your
ac on on any turn un l the spell ends.
For the dura on, a mote of brilliant radiance
shines in your hand. It sheds bright light in a 30-
foot radius and dim light for an addi onal 30
feet. The light is sunlight.

Druid (XGE) 6th level Abjura on Druid 6th level Evoca on Druid 6th level Conjura on

WALL OF THORNS [1/2] WALL OF THORNS [2/2]


CASTING TIME RANGE CASTING TIME RANGE
1 ac on 120 feet 1 ac on 120 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 10 V, S, M Concentra on, up to 10
minutes minutes
a handful of thorns a handful of thorns
You create a wall of tough, pliable, tangled brush damage increase by 1d8 for each slot level
bristling with needle-sharp thorns. The wall appears above 6th.
within range on a solid surface and lasts for the
dura on. You 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.
When the wall appears, each creature within its area
must make a Dexterity saving throw. On a failed save,
a creature takes 7d8 piercing damage, or half as much
damage on a successful save.
A creature can move through the wall, albeit slowly
and painfully. For every 1 foot a creature moves
through the wall, it must spend 4 feet of movement.
Furthermore, the first me a creature enters the wall
on a turn or ends its turn there, the creature must
make a Dexterity saving throw. It takes 7d8 slashing
damage on a failed save, or half as much on a
successful save.
At Higher Levels: When you cast this spell using a
spell slot of 7th level or higher, both types of

Druid 6th level Conjura on Druid 6th level Conjura on


WIND WALK FIRE STORM MIRAGE ARCANE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 30 feet 1 ac on 150 feet 10 minutes Sight
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S Instantaneous V, S 10 days
fire and holy water A storm made up of sheets of roaring flame You make terrain in an area up to 1 mile square look,
appears in a loca on you choose within range. sound, smell, and even feel like some other sort of
You and up to ten willing creatures you can see The area of the storm consists of up to ten 10- terrain. The terrain's general shape remains the same,
within range assume a gaseous form for the foot cubes, which you can arrange as you wish. however. Open fields or a road could be made to
dura on, appearing as wisps of cloud. While in Each cube must have at least one face adjacent resemble a swamp, hill, crevasse, or some other
this cloud form, a creature has a flying speed of to the face of another cube. Each creature in the difficult or impassable terrain. A pond can be made to
300 feet and has resistance to damage from area must make Dexterity saving throw. It takes seem like a grassy meadow, a precipice like a gentle
nonmagical weapons. The only ac ons a slope, or a rock-strewn gully like a wide and smooth
7d10 fire damage on a failed save, or half as road.
creature can take in this form are the Dash much damage on a successful one.
ac on or to revert to its normal form. Rever ng Similarly, you can alter the appearance of structures,
The fire damages objects in the area and ignites or add them where none are present. The spell
takes 1 minute, during which me a creature is flammable objects that aren't being worn or
incapacitated and can't move. Un l the spell doesn't disguise, conceal, or add creatures.
carried. If you choose, plant life in the area is The illusion includes audible, visual, tac le, and
ends, a creature can revert to cloud form, which unaffected by this spell. olfactory elements, so it can turn clear ground into
also requires the 1-minute transforma on. difficult terrain (or vice versa) or otherwise impede
If a creature is in cloud form and flying when the movement through the area. Any piece of the illusory
effect ends, the creature descends 60 feet per terrain (such as a rock or s ck) that is removed from
round for 1 minute un l it lands, which it does the spell's area disappears immediately.
safely. If it can't land a er 1 minute, the creature Creatures with truesight can see through the illusion
falls the remaining distance. to the terrain's true form, however, all other elements
of the illusion remain, so while the creature is aware
of the illusion's presence, the creature can s ll
physically interact with the illusion.

PLANE SHIFT [1/2] PLANE SHIFT [2/2] REGENERATE


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on Touch 1 ac on Touch 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S, M 1 hour
a forked, metal rod worth at least 250 gp, a uned a forked, metal rod worth at least 250 gp, a uned a prayer wheel and holy water
to a par cular plane of existence to a par cular plane of existence
You touch a creature and s mulate its natural
You and up to eight willing creatures who link hands If the creature fails the save, it is transported to healing ability. The target regains 4d8 + 15 hit
in a circle are transported to a different plane of a random loca on on the plane of existence you points. For the dura on of the spell, the target
existence. You can specify a target des na on in specify. A creature so transported must find its regains 1 hit point at the start of each of its
general terms, such as the City of Brass on the own way back to your current plane of turns (10 hit points each minute).
Elemental Plane of Fire or the palace of Dispater on existence. The target's severed body members (fingers,
the second level of the Nine Hells, and you appear in legs, tails, and so on), if any, are restored a er 2
or near that des na on. If you are trying to reach the minutes. If you have the severed part and hold it
City of Brass, for example, you might arrive in its to the stump, the spell instantaneously causes
Street of Steel, before its Gate of Ashes, or looking at the limb to knit to the stump.
the city from across the Sea of Fire, at the DM's
discre on.
Alterna vely, if you know the sigil sequence of a
teleporta on circle on another plane of existence,
this spell can take you to that circle. If the
teleporta on circle is too small to hold all the
creatures you transported, they appear in the closest
unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature
to another plane. Choose a creature within your reach
and make a melee spell a ack against it. On a hit, the
creature must make a Charisma saving throw.

Druid 7th level Conjura on Druid 7th level Conjura on Druid 7th level Transmuta on

REVERSE GRAVITY WHIRLWIND [1/2]


CASTING TIME RANGE CASTING TIME RANGE
1 ac on 100 feet 1 ac on 300 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, M Concentra on, up to 1
minute minute
a lodestone and iron filings a piece of straw
This spell reverses gravity in a 50-foot-radius, A whirlwind howls down to a point that you can see
100-foot high cylinder centered on a point on the ground within range. The whirlwind is a 10-
within range. All creatures and objects that foot-radius, 30-foot-high cylinder centered on that
aren't somehow anchored to the ground in the point. Un l the spell ends, you can use your ac on to
area fall upward and reach the top of the area move the whirlwind up to 30 feet in any direc on
when you cast this spell. A creature can make a along the ground. The whirlwind sucks up any
Dexterity saving throw to grab onto a fixed Medium or smaller objects that aren't secured to
object it can reach, thus avoiding the fall. anything and that aren't worn or carried by anyone.
If some solid object (such as a ceiling) is A creature must make a Dexterity saving throw the
first me on a turn that it enters the whirlwind or that
encountered in this fall, falling objects and the whirlwind enters its space, including when the
creatures strike it just as they would during a whirlwind first appears. A creature takes 10d6
normal downward fall. If an object or creature bludgeoning damage on a failed save, or half as much
reaches the top of the area without striking damage on a successful one. In addi on, a Large or
anything, it remains there, oscilla ng slightly, for smaller creature that fails the save must succeed on a
the dura on. Strength saving throw or become restrained in the
At the end of the dura on, affected objects and whirlwind un l the spell ends. When a creature starts
creatures fall back down. its turn restrained by the whirlwind, the creature is
pulled 5 feet higher inside it, unless the creature is at
the top. A restrained creature moves with the
whirlwind

Druid 7th level Transmuta on Druid (XGE) 7th level Evoca on


WHIRLWIND [2/2] ANIMAL SHAPES [1/2] ANIMAL SHAPES [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 300 feet 1 ac on 30 feet 1 ac on 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Concentra on, up to 1 V, S Concentra on, up to 24 V, S Concentra on, up to 24
minute hours hours
a piece of straw Your magic turns others into beasts. Choose any benefit from any of its equipment.
number of willing creatures that you can see within
and falls when the spell ends, unless the range. You transform each target into the form of a
creature has some means to stay alo . large or smaller beast with a challenge ra ng of 4 or
A restrained creature can use an ac on to make lower. On subsequent turns, you can use your ac ons
a Strength or Dexterity check against your spell to transform affected creatures into new forms.
save DC. If successful, the creature is no longer The transforma on lasts for the dura on for each
restrained by the whirlwind and is hurled 3d6 x target, or un l the target drops to 0 hit points or dies.
10 feet away from it in a random direc on. You can choose a different form for each target. A
target's game sta s cs are replaced by the sta s cs
of the chosen beast, though the target retains its
alignment and Intelligence, Wisdom, and Charisma
scores. The target assumes the hit points of its new
form, and when it reverts to its normal form, it
returns to the number of hit point it had before it
transformed. If it reverts as a result of dropping to 0
hit points, any excess damage carries over to its
normal form. As long as the excess damage doesn't
reduce the creature's normal form to 0 hit points, it
isn't knocked unconscious. The creature is limited in
the ac ons it can perform by the nature of its new
form, and it can't speak or cast spells.
The target's gear melds into the new form. The target
can't ac vate, wield, or otherwise

ANTIPATHY/SYMPATHY [1/3] ANTIPATHY/SYMPATHY [2/3] ANTIPATHY/SYMPATHY [3/3]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour 60 feet 1 hour 60 feet 1 hour 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 days V, S, M 10 days V, S, M 10 days
either a lump of alum soaked in vinegar for the either a lump of alum soaked in vinegar for the either a lump of alum soaked in vinegar for the
an pathy effect or a drop of honey for the an pathy effect or a drop of honey for the an pathy effect or a drop of honey for the
sympathy effect sympathy effect sympathy effect
This spell a racts or repels creatures of your choice. frightened, but the creature becomes frightened a creature affected by the spells is allowed
You target something within range, either a Huge or again if it regains sight of the target or moves within another Wisdom saving throw every 24 hours
smaller object or creature or an area that is no larger 60 feet of it. while the spell persists. A creature that
than a 200-foot cube. Then specify a kind of Sympathy: The enchantment causes the specified successfully saves against this effect is immune
intelligent creature, such as red dragons, goblins, or creatures to feel an intense urge to approach the to it for 1 minute, a er which me it can be
vampires. You invest the target with an aura that target while within 60 feet of it or able to see it. affected again.
either a racts or repels the specified creatures for the When such a creature can see the target or comes
dura on. Choose an pathy or sympathy as the aura's within 60 feet of it, the creature must succeed on a
effect. Wisdom saving throw or use its movement on each of
Antipathy: The enchantment causes creatures of the its turns to enter the area or move within reach of the
kind you designated to feel an intense urge to leave target. When the creature has done so, it can't
the area and avoid the target. When such a creature willingly move away from the target. If the target
can see the target or comes within 60 feet of it, the damages or otherwise harms an affected creature, the
creature must succeed on a Wisdom saving throw or affected creature can make a Wisdom saving throw to
become frightened. The creature remains frightened end the effect, as described below.
while it can see the target or is within 60 feet of it. Ending the Effect: If an affected creature ends its
While frightened by the target, the creature must use turn while not within 60 feet of the target or able to
its movement to move to the nearest safe spot from see it, the creature makes a Wisdom saving throw.
which it can't see the target. If the creature moves ON a successful save, the creature is no longer
more than 60 feet from the target and can't see it, the affected by the target and recognizes the feeling of
creature is no longer repugnance or a rac on as magical. In addi on,
Druid 8th level Enchantment Druid 8th level Enchantment Druid 8th level Enchantment

CONTROL WEATHER [1/2] CONTROL WEATHER [2/2]


CASTING TIME RANGE CASTING TIME RANGE
10 minutes Self (5-mile radius) 10 minutes Self (5-mile radius)
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 8 V, S, M Concentra on, up to 8
hours hours
burning incense and bits of earth and wood mixed burning incense and bits of earth and wood mixed
in water in water
You take control of the weather within 5 miles of you Stage 6 - Arc c cold
for the dura on. You must be outdoors to cast this Wind: Stage 1 - Calm Stage 2 - Moderate wind
spell. Moving to a place where you don't have a clear Stage 3 - Strong wind Stage 4 - Gale Stage 5 -
path to the sky ends the spell early. Storm
When you cast the spell, you change the current
weather condi ons, which are determined by the DM
based on the climate and season.
You can change precipita on, temperature, and wind.
It takes 1d4 x 10 minutes for the new condi ons to
take effect. Once they do so, you can change the
condi ons again. When the spell ends, the weather
gradually returns to normal. When you change the
weather condi ons, find a current condi on on the
following tables and change its stage by one, up or
down. When changing the wind, you can change its
direc on.
Precipitation : Stage 1 - Clear Stage 2 - Light clouds
Stage 3 - Overcast or ground fog Stage 4 - Rain, hail
or snow Stage 5 - Torren al rain, driving hail or
blizzard
Temperature : Stage 1 - Unbearable heat Stage 2 -
Hot Stage 3 - Warm Stage 4 - Cool Stage 5 - Cold
Druid 8th level Transmuta on Druid 8th level Transmuta on
EARTHQUAKE [1/3] EARTHQUAKE [2/3] EARTHQUAKE [3/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 500 feet 1 ac on 500 feet 1 ac on 500 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, S, M Concentra on, up to 1 V, S, M Concentra on, up to 1
minute minute minute
a pinch of dirt, a piece of rock, and a lump of clay a pinch of dirt, a piece of rock, and a lump of clay a pinch of dirt, a piece of rock, and a lump of clay
You create a seismic disturbance at a point on the edge of the spell's area to the opposite side. A fall prone or become buried.
ground that you can see within range. For the creature standing on a spot where a fissure opens
dura on, an intense tremor rips through the ground must succeed on a Dexterity saving throw or fall in. A
in a 100-foot- radius circle centered on that point and creature that successfully saves moves with the
shakes creatures and structures in contact with the fissure's edge as it opens.
ground in that area. A fissure that opens beneath a structure causes it to
The ground in the area becomes difficult terrain. Each automa cally collapse (see below).
creature on the ground that is concentra ng must Structures: The tremor deals 50 bludgeoning
make a Cons tu on saving throw. On a failed save, damage to any structure in contact with the ground in
the creature's concentra on is broken. the area when you cast the spell and at the start of
When you cast this spell and at the end of each turn each of your turns un l the spell ends. If a structure
you spend concentra ng on it, each creature on the drops to 0 hit points, it collapses and poten ally
ground in the area must make a Dexterity saving damages nearby creatures. A creature within half the
throw. On a failed save, the creature is knocked distance of a structure's height must make a Dexterity
prone. saving throw. On a failed save, the creature takes 5d6
This spell can have addi onal effects depending on bludgeoning damage, is knocked prone, and is buried
the terrain in the area, as determined by the DM. in the rubble, requiring a DC 20 Strength (Athle cs)
Fissures: Fissures open throughout the spell's area check as an ac on to escape. The DM can adjust the
at the start of your next turn a er you cast the spell. DC higher or lower, depending on the nature of the
A total of 1d6 such fissures open in loca ons chosen rubble. On a successful save, the creature takes half
by the DM. Each is 1d10 x 10 feet deep, 10 feet as much damage and doesn't
wide, and extends from one

FEEBLEMIND SUNBURST TSUNAMI [1/2]


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on 150 feet 1 ac on 150 feet 1 minute Sight
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous V, S, M Instantaneous V, S Concentra on, up to 6
rounds
a handful of clay, crystal, glass, or mineral spheres fire and a piece of sunstone
A wall of water springs into existence at a point you
You blast the mind of a creature that you can Brilliant sunlight flashes in a 60-foot radius choose within range. You can make the wall up to 300
see within range, a emp ng to sha er its centered on a point you choose within range. feet long, 300 feet high, and 50 feet thick. The wall
intellect and personality. The target takes 4d6 Each creature in that light must make a lasts for the dura on.
psychic damage and must make an Intelligence Cons tu on saving throw. On a failed save, a When the wall appears, each creature within its area
saving throw. creature takes 12d6 radiant damage and is must make a Strength saving throw. On a failed save,
On a failed save, the creature's Intelligence and blinded for 1 minute. On a successful save, it a creature takes 6d10 bludgeoning damage, or half as
Charisma scores become 1. The creature can't takes half as much damage and isn't blinded by much damage on a successful save.
cast spells, ac vate magic items, understand this spell. Undead and oozes have disadvantage At the start of each of your turns a er the wall
language, or communicate in any intelligible on this saving throw. appears, the wall, along with any creatures in it,
way. The creature can, however, iden fy its A creature blinded by this spell makes another moves 50 feet away from you. Any Huge or smaller
friends, follow them, and even protect them. Cons tu on saving throw at the end of each of creature inside the wall or whose space the wall
enters when it moves must succeed on a Strength
At the end of every 30 days, the creature can its turns. On a successful save, it is no longer saving throw or take 5d10 bludgeoning damage. A
repeat its saving throw against this spell. If it blinded. creature can take this damage only once per round. At
succeeds on its saving throw, the spell ends. This spell dispels any darkness in its area that the end of the turn, the wall's height is reduced by 50
The spell can also be ended by greater was created by a spell. feet, and the damage creatures take from the spell on
restora on, heal or wish. subsequent rounds is reduced by 1d10. When the
wall reaches 0 feet in height, the spell ends.
A creature caught in the wall can move by swimming.
Because of the force of the wave, though, the
creature must make a successful Strength (Athle cs)
check against your spell save DC in order to move at
all. If it fails the check, it can't move. A creature that
moves out of the area falls
Druid 8th level Enchantment Druid 8th level Evoca on Druid 8th level Conjura on

TSUNAMI [2/2] FORESIGHT


CASTING TIME RANGE CASTING TIME RANGE
1 minute Sight 1 minute Touch
COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 6 V, S, M 8 hours
rounds
a hummingbird feather
to the ground.
You touch a willing creature and bestow a
limited ability to see into the immediate future.
For the dura on, the target can't be surprised
and has advantage on a ack rolls, ability checks,
and saving throws. Addi onally, other creatures
have disadvantage on a ack rolls against the
target for the dura on.
This spell immediately ends if you cast it again
before its dura on ends.

Druid 8th level Conjura on Druid 9th level Divina on


SHAPECHANGE [1/3] SHAPECHANGE [2/3] SHAPECHANGE [3/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on Self 1 ac on Self 1 ac on Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentra on, up to 1 V, S, M Concentra on, up to 1 V, S, M Concentra on, up to 1
hour hour hour
a jade circlet worth at least 1,500 gp, which you a jade circlet worth at least 1,500 gp, which you a jade circlet worth at least 1,500 gp, which you
must place on your head before you cast the spell must place on your head before you cast the spell must place on your head before you cast the spell
You assume the form of a different creature for the result of dropping to 0 hit points, any excess damage During this spell's dura on, you can use your
dura on. The new form can be any creature with a carries over to your normal form. As long as the ac on to assume a different form following the
challenge ra ng equal to your level or lower. The excess damage doesn't reduce your normal form to 0 same restric ons and rules for the original form,
creature can't be a construct or an undead, and you hit points, you aren't knocked unconscious. with one excep on - if your new form has more
must have seen the sort of creature at least once. You You retain the benefit of any features from your class, hit pints than your current one, your hit points
transform into an average example of that creature, race, or other source and can use them, provided that remain at their current value.
one without any class levels or the Spellcas ng trait. your new form is physically capable of doing so. You
Your game sta s cs are replaced by the sta s cs of can't use any special senses you have (for example,
the chosen creature, though you retain your darkvision) unless your new form also has that sense.
alignment and Intelligence, Wisdom, and Charisma You can only speak if the creature can normally speak.
scores You also retain all of your skill and saving When you transform, you choose whether your
throw proficiencies, in addi on to gaining those of equipment falls to the ground, merges into the new
the creature, If the creature has the same proficiency form, or is worn by it. Worn equipment func ons as
as you, and the bonus listed in its sta s cs is higher normal. The DM determines whether it is prac cal for
than yours, use the creature's bonus in place of yours. the new form to wear a piece of equipment, based on
You can't use any legendary ac ons or lair ac ons of the creature's shape and size. Your equipment doesn't
the new form. change shape or size to match the new form, and any
You assume the hit points and Hit Dice of the new equipment that the new form can't wear must either
form. When you revert to your normal, you return to fall to the ground or merge into your new form.
the number of hit points you had before you Equipment that merges has no effect in that state.
transformed. If you revert as a

Druid 9th level Transmuta on Druid 9th level Transmuta on Druid 9th level Transmuta on

STORM OF VENGEANCE [1/2] STORM OF VENGEANCE [2/2] TRUE RESURRECTION


CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 ac on Sight 1 ac on Sight 1 hour Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentra on, up to 1 V, S Concentra on, up to 1 V, S, M Instantaneous
minute minute
a sprinkle of holy water and diamonds worth at
A churning storm cloud forms, centered on a point Each creature there takes 1d6 cold damage. least 25,000 gp, which the spell consumes
you can see and spreading to a radius of 360 feet. Ranged weapon a acks in the area are
Lightning flashes in the area, thunder booms, and impossible. The wind and rain count as a severe You touch a creature that has been dead for no
strong winds roar. Each creature under the cloud (no distrac on for the purposes of maintaining longer than 200 years and that died for any
more than 5,000 feet beneath the cloud) when it concentra on on spells. Finally, gusts of strong reason except old age. If the creature's soul is
appears must make a Cons tu on saving throw. On a wind (ranging from 20 to 50 miles per hour) free and willing, the creature is restored to life
failed save, a creature takes 2d6 thunder damage and automa cally disperse fog, mists, and similar with all its hit points.
becomes deafened for 5 minutes. phenomena in the area whether mundane or This spell closes all wounds, neutralizes any
Each round you maintain concentra on on this spell, magical. poison, cures all diseases, and li s any curses
the storm produces addi onal effects on your turn. affec ng the creature when it died. The spell
Round 2: Acidic rain falls from the cloud. Each replaces damaged or missing organs or limbs.
creature and object under the cloud takes 1d6 acid
damage. The spell can even provide a new body if the
Round 3: You call six bolts of lightning from the original no longer exists, in which case you must
cloud to strike six creatures or objects of your choice speak the creature's name. The creature then
beneath the cloud. A given creature or object can't be appears in an unoccupied space you choose
struck by more than one bolt. A struck creature must within 10 feet of you.
make a Dexterity saving throw. The creature takes
10d6 lightning damage on a failed save, or half as
much damage on a successful one.
Round 4: Hailstones rain down from the cloud. Each
creature under the cloud takes 2d6 bludgeoning
damage.
Round 5-10: Gusts and freezing rain assail the area
under the cloud. the area becomes difficult terrain
Druid 9th level Conjura on Druid 9th level Conjura on Druid 9th level Necromancy

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