This document provides a summary of spells from various levels (Cantrips through 3rd level) in Dungeons & Dragons. It lists the name and a brief description of the effect of each spell. There are over 50 spells summarized in under 3 sentences each, covering a wide range of damage types, utility effects, and magical abilities. The spells are organized by level to show progression of power from Cantrips to higher level spells.
This document provides a summary of spells from various levels (Cantrips through 3rd level) in Dungeons & Dragons. It lists the name and a brief description of the effect of each spell. There are over 50 spells summarized in under 3 sentences each, covering a wide range of damage types, utility effects, and magical abilities. The spells are organized by level to show progression of power from Cantrips to higher level spells.
This document provides a summary of spells from various levels (Cantrips through 3rd level) in Dungeons & Dragons. It lists the name and a brief description of the effect of each spell. There are over 50 spells summarized in under 3 sentences each, covering a wide range of damage types, utility effects, and magical abilities. The spells are organized by level to show progression of power from Cantrips to higher level spells.
This document provides a summary of spells from various levels (Cantrips through 3rd level) in Dungeons & Dragons. It lists the name and a brief description of the effect of each spell. There are over 50 spells summarized in under 3 sentences each, covering a wide range of damage types, utility effects, and magical abilities. The spells are organized by level to show progression of power from Cantrips to higher level spells.
The document provides descriptions of spells from various levels in the D&D spellcasting system, including their damage types, ranges, and saving throw requirements.
Cantrips like Acid Splash, Fire Bolt, and Ray of Frost deal elemental damage, while others have utility effects like Friends, Light, and Mage Hand. Poison Spray and Shocking Grasp can also impose negative conditions on enemies.
1st level spells include offensive options like Burning Hands and Chromatic Orb, as well as utility spells like Comprehend Languages, Detect Magic, and Illusory Script. Spells like Charm Person, Sleep, and Thunderwave can control enemies in combat.
0 Level (Cantrips) Disguise Self: Changes your appearance.
Expeditious Retreat: You can take the Dash action
Acid Splash: Creature takes 1d6 acid damage on a as a bonus at the end of your turn. failed Dex Save. False Life: Gain 1d4+4 temporary hit points. Blade Ward: Caster gains resistance to Feather Fall: Objects or creatures fall slowly. bludgeoning, piercing, and slashing damage. Find Familiar: Gain the service of a creature Chill Touch: Ranged spell attack with a ghostly familiar. hand deals 1d8 necrotic damage and cannot regain Fog Cloud: 20 ft radius of fog obscures vision. hit points for a turn. Grease: Creates a 10 ft square of slippery grease. Dancing Lights: Creates torches or other lights. Identify: Determines properties of magic item. Fire Bolt: Throw a bolt of, the target takes 1d10 fire damage if hit. A flammable object hit by this Illusory Script: Create text that is only readable to spell ignites if it isn’t being worn or carried. certain people. Friends: You gain advantage on all Cha checks vs Jump: A target’s jump distance triples. creatures who aren’t hostile to you, but they may Longstrider: A target’s speed increases by 10 ft. become hostile when the spell ends. Mage Armor: You touch a willing creature who Light: Object shines like a torch. isn’t wearing armor, and a protective magical force Mage Hand: 5-pound telekinesis. surrounds it until the spell ends. The target’s base Mending: Makes minor repairs on an object. AC becomes 13 + its Dexterity modifier. Message: Whispered conversation at distance. Magic Missile: You create three glowing darts of Minor Illusion: You create a sound or an image of magical force that each deals 1d4 + 1 force damage an object within range that lasts for the duration. to the target/s. Each dart hits a creature of your Poison Spray: Creature must succeed on a Con choice that you can see within range. save or take 1d12 poison damage. Protection from Evil & Good: Creatures of the Prestidigitation: Performs minor tricks. selected type have disadvantage against the affected Ray of Frost: Ray deals 1d8 cold damage, reduces target. target’s speed by 10 ft. Ray of Sickness: Ranged spell attack causes 2d8 Shocking Grasp: Touch delivers 1d8 electricity poison damage. On a failed Con save, they also damage and target cannot take reactions until its become poisoned. next turn. Shield: Until the start of your next turn, you have a True Strike: Next turn, you gain advantage on your +5 bonus to AC, + no damage from magic missile. first attack. Silent Image: Creates minor illusion of your 1st Level design. Alarm: Wards an area for 8 hours. Sleep: Roll 5d8; the total is how many hit points of Burning Hands: 3d6 fire damage in 15ft cone. Dex creatures this spell can put into a magical slumber. save halves damage. Tasha’s Hideous Laughter: Creature starts Charm Person: Makes one person your friend. hysterically laughing, must make a Wis save or fall Chromatic Orb: Choose either acid, cold, fire, prone. lightning, poison or thunder, then make a ranged Thunderwave: 15 ft cube of thunder, targets make spell attack with an orb that deals 3d8 on a hit. a Con save. If failed, they take 2d8 thunder damage Color Spray: 15 ft cone of color that blinds all and are pushed back 10ft. If not, halve the damage. creatures based on a 6d10 roll. (to determine number of hit points affected) Unseen Servant: Invisible force obeys your Comprehend Languages: You understand all commands. spoken and written languages. Witch Bolt: Ranged spell attack deals 1d12 Detect Magic: Detects spells and magic items lightning damage, and each turn after (if you take within 60 ft. no other actions) you can deal another 1d12. Melf’s Acid Arrow: A ranged spell attack that deals 2nd Level 4d4 acid damage on hit and 2d4 at the end of the Alter Self: Assume form of a similar creature. target’s turn. On a miss, it deals half initial damage. Arcane Lock: Create a magical lock. Password is Mirror Image: Creates 3 illusory duplicates of optional. yourself. When a creature targets you, roll a d20 to see Blindness/Deafness: Blinds or Deafens a foe who if it hits a copy. If hit, the copy disappears. fails a Con save. If they succeed, the spell ends. Misty Step: teleport up to 30 feet to an unoccupied Blur: Body becomes blurred; attacks have a space that you can see. disadvantage against you. Nystul’s Magic Aura: You place an illusion on a Cloud of Daggers: Creates a cube 5 feet on each side creature or an object you touch so that divination that deals 4d4 slashing damage to anything that enters. spells reveal false information about it. Continual Flame: Makes a permanent, heatless torch. Phantasmal Force: You craft an illusion that takes Crown of Madness: On a failed Wis save, creature is root in the mind of a creature that fails an Int save. charmed and attacks its comrades at your control. Ray of Enfeeblement: On a ranged spell attack hit, a Darkness: 15 foot sphere of magical darkness. target only deals half damage with weapons that Darkvision: Grants a target Darkvision up to 60 ft. require strength. Detect Thoughts: Allows “listening” to the surface Rope Trick: As many as eight creatures hide in thoughts of a target. extradimensional space. Enlarge/Reduce: Either doubles or halves a Scorching Ray: Ranged spell attack shoots 3 rays of creature’s size. fire, each dealing 2d6 fire damage. Flaming Sphere: Creates rolling ball of fire, 2d6 See Invisibility: Reveals any invisibility. damage on failed Dex save. Shatter: 10 ft sphere of ringing noise that deals 3d8 Gentle Repose: Preserves a corpse and prevents it thunder damage on a failed Con save, half if from decay or undeath. successful. Objects also take damage. Creatures made Gust of Wind: Creates a 60 ft long, 10 ft wide gust of of inorganic material have a disadvantage. strong wind. Creatures in it must take a Str saving Spider Climb: Grants ability to walk on walls and throw or be pushed 15 ft back. It also takes twice as ceilings. long to move in it. Suggestion: Compels subject to follow stated course Hold Person: Paralyzes one humanoid on failed of action. Wisdom save. Web: Webs fill a 20-foot cube. Failed Dex save Invisibility: A creature you touch becomes invisible restricts creatures inside. until the spell ends. Knock: Magically open an object/door. 3rd Level Levitate: One creature or object of your choice that Animate Dead: Creates an undead servant. you can see within range rises vertically, up to 20 feet, Bestow Curse: On a failed Wis save, target is cursed. and remains suspended there for the duration. Con Choose between that target having disadvantage on save to prevent. one anything with one ability score (saves and Locate Object: Describe or name an object that is checks), disadvantage on attacks against you, a failed familiar to you. You sense the direction to the object’s Wis score each turn makes the turn pointless, or your location, as long as that object is within 1,000 feet of attacks/spells do an extra 1d8 necrotic damage. you. If the object is in motion, you know the direction Blink: Roll a d20 at the end of each of your turns, on of its movement. a roll of 11 or higher, you vanish from your current Magic Mouth: You can implant a message in an plane of existence and appear in the Ethereal Plane, object. When the trigger you decide happens, a magic and on your next turn you appear again. mouth appears and says your message. Clairvoyance: Creates a small sensor that you can use Magic Weapon: Weapon becomes a magic weapon to spy with. with a +1 bonus to attack rolls and damage rolls. Counterspell: Counters 3rd level or lower spell, on a Sending: You send a short message of twenty-five higher level spell, make a spell ability check DC= words or less to a creature with which you are 10+spell level. Spell is cancelled on a success. familiar. Dispel Magic: Cancels magical spells and effects. Sleet Storm: Create a 40 ft wide, 20 ft tall cylinder of Fear: Each creature in a 30 ft cone must make a Wis freezing rain and sleet that creates difficult terrain. save or drop everything and become scared. When a creature enters it makes a Dex save, on a Feign Death: Puts a creature into a willing, death-like failure it falls prone. coma. Slow: 40 ft cube of altered time that affects up to 6 Fireball: 8d6 damage 20-ft. radius. Half damage on a creatures. They have a -2 penalty to AC and Dex save, successful Dex save. and cannot use reactions. They also can only use an Fly: A willing target gains a flying speed of 60 feet action or a bonus action, not both. When a spell is for the duration. cast, roll a d20. On an 11 or higher the spell doesn’t Gaseous Form: Transforms target into a misty cloud go until the next turn. Wis save ends the spell for a with a fly speed of 10 ft. It has resistance to target. nonmagical damage, and advantage on Str, Dex, and Stinking Cloud: 20 ft sphere of disgusting gas that on Con saving throws. It can also pass through objects. a failed Con save, makes a creature spend its turn Glyph of Warding: Places a magical Glyph on an vomiting. item of your choice. When the item is triggered (Ex: Tongues: This spell grants the creature you touch the Opening a door or picking up a jar) the glyph either ability to understand any spoken language it hears. casts a 3rd level or lower spell or explodes in a 20 ft Moreover, when the target speaks, any creature that radius dealing 5d8 acid, cold, fire, lightning or thunder knows at least one language and can hear the target damage on a failed Dex save. (Halves damage if understands what it says. successful) Vampiric Touch: Melee spell attack that deals 3d6 Haste: A willing target gains a +2 bonus to AC, it has necrotic damage and heals the caster half that damage. advantage on Dexterity saving throws, and it gains an Water Breathing: Up to 10 subjects can breathe additional action on each of its turns. underwater. Hypnotic Pattern: Creates a 30 ft cube of pretty swirls and colors that on a failed Wis save charms 4th Level Arcane Eye: Invisible floating eye spies for you. creatures and incapacitates them. Banishment: You attempt to send one creature that Leomund’s Tiny Hut: Creates a 10 ft dome of force you can see within range to another plane of and up to 9 medium or smaller creatures can take existence. The target must succeed on a Charisma shelter in it. saving throw or be banished. Lightning Bolt: Line of electricity 100ft long/5ft Blight: On a failed Con save (half on success) target wide deal 8d6 damage. Dex save halves damage. takes 8d8 necrotic damage. If the target is a plant Magic Circle: Creates a 10 ft wide, 20 ft tall cylinder creature it has disadvantage, if it’s a plant it dies. that can have certain affects against a type of creature Confusion: On a failed Wis save in a 10 ft sphere, of your choice. (See PHB for more details) affected creatures become confused. Major Image: As silent image, plus sound, smell and Conjure Minor Elementals: Summons either one thermal effects. elemental of CR 2 or lower, 2 of CR 1 or lower, 4 of Phantom Steed: A Large quasi-real, horselike CR ½ or lower, or 8 of CR ¼ or lower. creature appears on the ground in an unoccupied space Control Water: Until the spell ends, you control any of your choice and you may ride it. freestanding water inside an area you choose that is a Protection from Energy: Willing creature you touch cube up to 100 feet on a side. has resistance to one damage type of your choice. Dimension Door: You teleport yourself from your Remove Curse: At your touch, all curses affecting current location to any other spot within range. one creature or object end. Evard’s Black Tentacles: Creates a 20 ft square of Stone Shape: You touch a stone object of Medium black tenticles that deal 3d6 bludgeoning damages and size or smaller or a section of stone no more than 5 restrains a creature on a failed Dex save. If the feet in any dimension and form it into any shape that creature is restrained on its next turn, it takes another suits your purpose. 3d6. Stoneskin: Target gains resistance to nonmagical Fabricate: Creates products based on raw materials bludgeoning, piercing, and slashing damage. available. (Must all be of same material) Wall of Fire: You can make a fire wall up to 60 feet Fire Shield: Creates a fire or chill shield in a 10 ft long, 20 feet high, and 1 foot thick, or a ringed wall up radius that gives you resistance to fire or cold and to 20 feet in diameter, 20 feet high, and 1 foot thick. deals 2d8 fire or cold damage to anything that hits you When a creature comes in contact with it it deals 5d8 with a melee attack. fire damage on a failed Dex save. (Half on a success) Greater Invisibility: You or a creature you touch becomes invisible until the spell ends. 5th Level Animate Objects: Up to ten non-magical objects Hallucinatory Terrain: You make natural terrain in a come to life at your command. Medium objects count 150-foot cube in range look, sound, and smell like as 2, large as 4, and huge as 8 objects. some other sort of natural terrain. Bigby’s Hand: Creates a large spectral hand that can Ice Storm: Hail deals 4d6 cold and 2d8 bludgeoning attack, push, intercept, or grapple a target. damage in a cylinder 40 ft. across. Dex save halves Cloudkill: Creates a 20 ft sphere of poisonous gas damage. that deals 5d8 poison damage on a failed Con save. Leomund’s Secret Chest: You hide a chest, and all (Half on a success) its contents, on the Ethereal Cone of Cold: 60 ft cone deals 8d8 cold damage on a Plane and can summon it by touching a miniature failed Con save. Damage is halved on a successful version of it. save. Locate Creature: Describe or name a creature that is Conjure Elemental: Summons an elemental of CR 5 familiar to you. You sense the direction to the or lower in an appropriate area. (Ex: Fire elemental creature’s location, as long as that object is within from a bonfire) 1,000 feet of you. If the creature is in motion, you Contact other Plane: On a succusful DC 15 Int know the direction of its movement. check, you mentally contact a demigod, the spirit o f a Mordenkainen’s Faithful Hound: Creates an long-dead sage, or some other mysterious entity from invisible (expect to you) hound that can attack and another plane and can ask them up to 5 questions. On guard places. a failure, take 6d6 psychic damage and go insane until Mordenkainen’s Private Sanctum: You make an finishing a long rest. area within range magically secure. The area is a cube Creation: Creates a nonliving object smaller then a 5 that can be as small as 5 feet to as large as 100 feet on ft cube made of vegetable mater or minerals. The rarer each side. the materials, the shorter the thing lasts. Otiluke’s Resilient Sphere: Creates a sphere that on Dominate Person: Controls humanoid telepathically. a failed Dex save traps the target. Dream: Shape a creature’s dream Phantasmal Killer: Creates an illusion of a target’s Geas: If the target can understand you, it makes a Wis nightmares and on a failed Wis save becomes save. On a failure, it becomes charmed and must obey frightened. On every turn after with a failed Wis save a command you give. (Not suicidal, that ends the it takes 4d10 psychic damage. spell) If it disobeys, it take 5d10 psychic damage. Polymorph: This spell transforms a creature that you Hold Monster: Paralyzes one creature on a failed Wis can see within range into a new form. An unwilling save. A successful Wis save cancels the spell. creature must make a Wis save to avoid the effect. A Legend Lore: The spell brings to your mind a brief shapechanger automatically succeeds on this saving summary of the significant lore about a person, place throw. or object. Mislead: You become invisible at the same time that Create Undead: You can cast this spell only at night. an illusory double of you appears where you are Choose up to three corpses of Medium or Small standing. You can control and see through your humanoids within range. double. Each corpse becomes a ghoul under your control. Modify Memory: On a failed Wis save, a creature Disintegrate: Target takes 10d6 +40 force damage if becomes charmed and you may modify a memory it fails a Dex save. If this kills the target, target is from the past 24 hours. disintegrated. Passwall: Creates passage through wood or stone Drawmij’s Instant Summons: Leaves an invisble wall. mark on a 10 lb or less object and also one on a Planar Binding: You attempt to bind a celestial, an sapphire. You can summon the object by crushing the elemental, a fey, or a fiend to your service. Takes 1 sapphire. hour to cast and the target must be in range! At the Eyebite: Your eyes become inky voids that can make end, on a failed Cha save, the creature serves you for creatures up to 60 ft away either fall asleep, panic, or 24 hours. become sick on a failed Wis save. Rary’s Telepathic Bond: You forge a telepathic link Flesh to Stone: On a failed Con save, a creature among up to eight willing creatures of your choice begins to harden. If it fails 3 more Con saves it turns within range, psychically linking each creature. to stone until the spell ends. On a success it is freed. Scrying: You can see and hear a particular creature Globe of Invulnerability: 10 ft globe blocks all 5th you choose that is on the same plane of existence as level or lower spells. you. The target must make a Wis save, which is Guards and Wards: Creates guards and wards in an modified by how well you know the target and the area up to 2,500 square feet. You can create a sort of physical connection you have to it. password to deactivate the traps. (See PHB for full Seeming: This spell allows you give a new, illusory details) appearance to any number of creatures that you can Magic Jar: Your body goes into a coma while your see within range. soul goes into a jar. You can then attempt to possess a Telekinesis: You gain the ability to move or humanoid, if they fail their Cha save you succeed. manipulate creatures or objects by thought. Mass Suggestion: As Suggestion, but with up to 12 Teleportation Circle: Creates a 10 ft diameter portal targets. that remains open for 1 turn and takes you to a new Move Earth: Reshape an area of 40 feet or less of place on the Material Plane. (See PHB for more earthen terrain for up to 2 hours. details) Otiluke’s Freezing Sphere: 60 ft sphere of freezing Wall of Force: Creates a wall of invisible force that cold that deals 10d6 cold damage on a failed Con save nothing can psychically pass through. (Save halves damage) Also freezes any water. Wall of Stone: Creates a stone wall that can be Otto's Irresistible Dance: Target has to do a comical shaped. dance. Wisdom saving throw cancels spell. Programed Illusion: You create an illusion of an 6th Level object, a creature, or some other visible phenomenon Arcane Gate: Creates two portals 500 ft away from within range that activates when a specific condition each other. occurs. Chain Lightning: A lightning bolt hits a target, then Sunbeam: Creates a 5ft wide, 60 ft long beam of light hits three other targets dealing 10d8 damage. Dex save from your hand that deals 6d8 radiant damage and halves damage. blinds affected creatures on a failed Con save. (Halves Circle of Death: A 60 ft sphere deals 8d6 on a failed on a success and no blindness) Undead and Oozes Con save, half on a successful. have disadvantage. Contingency: Makes a 5th level or lower spell that True Seeing: Lets you see all things as they really are. effects you occur in a specific circumstance. (Ex: Water breathing when engulfed in water) Wall of Ice: You can make an ice wall that when a 5. Blue. The target takes 10d6 cold damage on creature comes in contact with it it deals 10d6 ice a failed save, or half as much damage on a damage on a failed Dex save. (Half on a success) successful one. 6. Indigo. On a failed save, the target is 7th Level restrained. It must then make a Constitution Delayed Blast Fireball: Delayed explosion in a 20 ft saving throw at the end of each of its turns. If sphere. Deals 12d6 fire damage, Dex save halves. it successfully saves three times, the spell Etherealness: You step into the borders of the ends. If it fails its save three times, it Ethereal Plane and can see both planes but aren’t permanently turns to stone. affected by anything on the Material plane. 7. Violet. On a failed save, the target is Finger of Death: 7d8 + 30 necrotic damage, Con save blinded. It must then make a Wisdom saving halves damage. If target is killed this way, it rises as throw at the start of your next turn. A your loyal zombie next turn. successful save ends the blindness. If it fails Forcecage: Creates an invisible cage (20 ft square) or that save, the creature is transported to another box (10 ft square) to imprison targets. plane of existence of the DM’s choosing and Mirage Arcane: You make terrain in an area up to 1 is no longer blinded. mile square look, sound, smell, and even feel like 8. Special. The target is struck by two rays. some other sort of terrain. Roll twice more, rerolling any 8. Mordenkainen’s Magnificent Mansion: Creates an Project Image: You create an illusory copy of extradimensional home which lasts for 24 hours and yourself that lasts for up to a day. includes furnishings, servants, and lots of food, all the Reverse Gravity: Reverses gravity in a 50-foot- caster can modify to their whim. radius, 100- foot high cylinder centered on a point Mordenkainen's Sword: A hovering sword that deals within range. 3d10 force damage with a successful melee attack. Sequester: A willing creature or an object can be Plane Shift: You and up to eight willing creatures hidden away, safe from detection. When you cast the who link hands in a circle are transported to a spell and touch the target, it becomes invisible and different plane of existence. can’t be targeted by divination spells or perceived Prismatic Spray: Eight multicolored rays of light through scrying sensors. If the target is a creature, it flash from your hand. Each ray is a different color and falls into a state of suspended animation. Time ceases has a different power and purpose. Each creature in a to flow for it, and it doesn’t grow older. You can set a 60-foot cone must make a Dexterity saving throw. For condition for the spell to end when you wish. each target, roll a d8 to determine which color ray Simulacrum: You shape an illusory duplicate of one affects it. beast or humanoid. This copy is partly real, partly 1. Red. The target takes 10d6 fire damage on a snow or ice, and also has half the HP of the original. It failed save, or half as much damage on a also does not have the original’s equipment. successful one. Symbol: You inscribe a harmful glyph either on a 2. Orange. The target takes 10d6 acid damage surface (such as a section of floor, a wall, or a table) on a failed save, or half as much damage on a or within an object and choose a trigger and one of the successful one. following affects. 3. Yellow. The target takes 10d6 lightning 1. Death. Each target must make a damage on a failed save, or half as much Constitution saving throw, taking 10d 10 damage on a successful one. necrotic damage on a failed save, or half 4. Green. The target takes 10d6 poison as much damage on a successful save. damage on a failed save, or half as much 2. Discord. Each target must make a damage on a successful one. Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. 3. Fear. Each target must make a Wisdom Incendiary Cloud: Creates a 20 ft radius of burning saving throw and becomes frightened for 1 smoke that deals 10d8 fire damage on a failed Dex minute on a failed save. While frightened, save. the target drops whatever it is holding and Maze: Banishes a creature to a maze demiplane. A must move at least 30 feet away from the successful Int save allows escape. glyph on each of its turns, if able. Mind Blank: For 24 hours, one willing creature you 4. Hopelessness. Each target must make a touch is immune to psychic damage, any effect that Charisma saving throw. On a failed save, would sense its emotions or read its thoughts, the target is overwhelmed with despair for divination spells, and the charmed condition. 1 minute. Power Word Stun: Stuns creature with 150 HP or 5. Insanity. Each target must make an less. A successful Con save at the end of its turn can Intelligence saving throw. On a failed end the spell. save, the target is driven insane for 1 Sunburst: 60 ft radius of sunlight deals 12d6 radiant minute. damage and blinds targets for 1 minute. Successful 6. Pain. Each target must make a Con save halves damage and prevents blindness. Constitution saving throw and becomes Telepathy: You create a telepathic link between incapacitated with excruciating pain for 1 yourself and a willing creature with which you are minute on a failed save. familiar. 7. Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 9th Level Astral Projection: You and up to 8 willing creatures minutes on a failed save. A creature project your astral bodies onto the Astral Plane while awakens if it takes damage or if someone your material bodies remain unconscious. uses an action to shake or slap it awake. Foresight: Willing creature gains advantage on attack 8. Stunning. Each target must make a rolls, ability checks, saving throws, and cannot be Wisdom saving throw and becomes surprised. Other creatures have disadvantage on attack stunned for 1 minute on a failed save. rolls against the target. Teleport: Transports you and up to 8 willing creatures Gate: Creates a portal to location on a different plane. to where you wish. Can only travel through the front portal. 8th Level Imprisonment: You create a magical restraint to hold Antimagic Field: Creates a 10ft sphere were magic of a creature that you can see within range. The target any kind does not work. must succeed on a Wisdom saving throw or be bound Antipathy/Sympathy: Either repels or attracts a by the spell. creature of your choice with a failed Wis save. Meteor Swarm: Each creature in a 40-foot-radius Clone: Creates an exact duplicate of a creature that sphere centered on each point you choose takes 20d6 takes the creature’s soul into it when it dies. fire damage and 20d6 bludgeoning damage on a failed Control Weather: You take control of the weather Dex save, or half as much damage on a successful within 5 miles of you. one. Demiplane: Creates an empty room demiplace that Power Word Kill: If the creature you choose has 100 closes when the spell ends. hit points or fewer, it dies. Dominate Monster: Controls creature telepathically. Prismatic Wall: A shimmering, multicolored plane of Feeblemind: You blast the mind of a creature that you light forms a vertical opaque wall—up to 90 feet long, can see within range and it takes 4d6 psychic damage 30 feet high, and 1 inch thick—centered on a point and must make an Intelligence saving throw. On a you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter failed save, the creature’s Intelligence and Charisma centered on a point you choose within range. It lasts scores become 1. for 10 minutes and has 7 layers. 1. Red. The target takes 10d6 fire damage on a rest, you take 1d10 necrotic damage per level of any failed save, or half as much damage on a spell you cast afterwards. Your strength also goes successful one. down to 3 for 2d4 days. 2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one. 3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. 4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one. 5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one. 6. Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone. 7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM’s choosing and is no longer blinded. Shapchange: You assume the form o f a different creature for up to an hour. The new form can be of any creature with a challenge rating equal to your level or lower. Time Stop: You act freely for 1d4+1 rounds.
True Polymorph: You transform a creature into a
different creature, a creature into an object, or an object into a creature (the object must be neither worn nor carried by another creature). If you concentrate on it for an hour, the spell becomes permanent.
Weird: Drawing on the deepest fears o f a group of
creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw or become frightened. At the start of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends for that creature.
Wish: You may alter reality itself, to the DM’s
discretion. After you cast this, until you finish a long