Difference between revisions of "Template:Spells 5E F-G"

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<ins>'''''At higher levels'':''' When you cast this spell using a 7th or higher level spell slot, the duration increases to 2&nbsp;days (7th-level), 4&nbsp;days (8th-level), or 1&nbsp;week (9th-level)</ins>
 
<ins>'''''At higher levels'':''' When you cast this spell using a 7th or higher level spell slot, the duration increases to 2&nbsp;days (7th-level), 4&nbsp;days (8th-level), or 1&nbsp;week (9th-level)</ins>
  
'''''Permanency'':''' You can create a permanently guarded and warded structure by casting this spell there {{abbr|often enough to have no lapse in protection|every day}} for one year.
+
'''''Permanency'':''' You can create a permanently guarded and warded structure by casting this spell there {{abbr|often enough to have no lapse in protection|every day}} for a year.
  
 
===guidance===
 
===guidance===

Revision as of 05:43, 24 October 2020

fabricate

4th-level transmutation (PHB)

Casting time
10 minutes
Range
120 feet
Duration
Instantaneous
Components
V, S

You convert raw materials into products of the same material.

For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eighg connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

faerie fire

1st-level evocation (PHB)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 minute
Components
V

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).

Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefig from being invisible.

false life

1st-level necromancy (PHB)

Casting time
1 action
Range
Self
Duration
1 hour
Components
V, S, M (a small amount of alcohol or distilled spirits)

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

far step

5th-level conjuration (XGE-155)

Casting time
1 bonus action
Range
Self
Duration
Concentration, up to 1 minute
Components
V

You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

fear

3rd-level illusion (PHB-239)

Casting time
1 action
Range
Self (30-foot cone)
Duration
Concentration, up to 1 minute
Components
V, S, M (a white feather or the heart of a hen)

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

feather fall

1st-level transmutation (PHB)

Casting time
Reaction (when you or a creature within 60 feet of you falls)
Range
60 feet
Duration
1 minute
Components
V, M (a small feather or piece of down)

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

feeblemind

8th-level enchantment (PHB)

Casting time
1 action
Range
150 feet
Duration
Instantaneous
Components
V, S, M (a handful of clay, crystal, glass, or minerac spheres)

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychik damage and must make an Intelligence saving throw.

On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by greater restoration, heal or wish.

feign death

3rd-level necromancy 🄬 (PHB-240)

Casting time
1 action
Range
Touch
Duration
1 hour
Components
V, S, M (a pinch of graveyard dirt)

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

find familiar

Common
  • bat
  • cat
  • crab
  • frog
  • hawk
  • lizard
  • octopus
  • owl
  • fish (quipper)335
  • rat
  • raven
  • sea horse
  • snake (poisonous)
  • spider
  • toad
  • weasel
Uncommon MM
  • crawling claw 44,347
  • imp 67,69
  • pseudodragon 254
  • quasit 63
Rare

1st-level conjuration 🄬 (PHB)

Casting time
1 hour
Range
10 feet
Duration
Instantaneous
Components
V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a newform. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Almiraj

Tomb of Annihilation, p.211

An almiraj (pronounced AWL-meer-ahj) is a large, timid rabbit with a 1-foot-long spiral horn emerging from its forehead, not unlike the horn of a unicorn. If driven to attack, it tries to spear enemies with its horn.

Almiraj were brought to Chult long ago by merchants of the distant land of Zakhara. Skilled at evading predators, these creatures have flourished throughout the tropical peninsula. They live in earthen burrows and can be captured and domesticated. With the DM’s permission, the find familiar spell can summon an almiraj.

Almiraj

Small beast, unaligned


Armor Class
13
Hit Points
3 (1d6)
Speed
50 ft.

STR DEX CON INT WIS CHA
2 (−4) 16 (+3) 10 (+0) 2 (−4) 14 (+2) 10 (+0)

Skills
Perception +4, Stealth +5
Senses
darkvision 30 ft., passive Perception 14
Challenge
0

Keen Senses
The almiraj has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Horn
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.

Monkey (flying)

Tomb of Annihilation, p.220

Flying monkeys are slightly more clever and curious than common monkeys, and they can be domesticated and taught to obey simple commands. They come in many colors and varieties, with feathered wings that have a span of about 5 feet. With the DM’s permission, the find familiar spell can summon a flying monkey.

Monkey (flying)

Small beast, unaligned


Armor Class
12
Hit Points
3 (1d6)
Speed
20 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
8 (−1) 14 (+2) 11 (+0) 5 (−3) 12 (+1) 6 (−2)

Senses
passive Perception 11
Challenge
0

Pack Tactics
The flying monkey has advantage on an attack roll against a creature if at least one of the monkey’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 −1) piercing damage.

Monkey (tiny)

extrapolated

Common monkeys can be domesticated and taught to obey simple commands. They come in many colors and varieties. With the DM’s permission, the find familiar spell can summon a monkey. Nkima is a famous example.

Monkey (tiny)

Tiny beast, unaligned


Armor Class
12
Hit Points
2 (1d4)
Speed
20 ft., climb 30 ft. (brachiate 40 ft.)

STR DEX CON INT WIS CHA
6 (−2) 15 (+2) 11 (+0) 4 (−3) 12 (+1) 6 (−2)

Senses
passive Perception 11
Challenge
0

Pack Tactics
The monkey has advantage on an attack roll against a creature if at least one of the monkey’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Bite
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Tressym

Storm Kings Thunder, p.242

A tressym is a mischievous winged cat as big as a house cat, with a wingspan of 3 feet.

Thought to be the results of wizardly experimentation on house cats, tressym are intelligent and have been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs.

Tressym feed on small rodents, birds, and insects, stalking and pouncing on prey much as normal cats do, but with the added advantage of flight. Tressym don’t, however, attack nestlings or despoil eggs.

Tressym mate with others of their kind, but they don’t mate for life. A tressym can also mate with a normal cat, though only one out of every ten of their offspring will be a tressym; the others will be normal cats.

Tressym have good memories, particularly when it comes to danger. For example, a tressym that sees a human use a wand of lightning bolts remembers the danger of “sticks of wood held by humans” for the rest of its life. A lucky, healthy tressym can live to be 20 years old.

With the DM’s permission, a person who casts the find familiar spell can choose to conjure a tressym instead of a normal cat.

Tressym

Tiny beast, chaotic neutral


Armor Class
12
Hit Points
5 (2d4)
Speed
40 ft., climb 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
3 (−4) 15 (+2) 10 (+0) 11 (+0) 12 (+1) 12 (+1)

Skills
Perception +5, Stealth +4
Damage Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 60 ft., passive Perception 15
Languages
understands Common but can’t speak
Challenge
0

Detect Invisibility
Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym’s sight.
Keen Smell
The tressym has advantage on Wisdom (Perception) checks that rely on smell.
Poison Sense
A tressym can detect whether a substance is poisonous by taste, touch, or smell.

Actions

Claws
Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage.

find steed

2nd-level conjuration (PHB-240)

Casting time
10 minutes
Range
30 feet
Duration
Instantaneous
Components
V, S

You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your DM might allow other animals to be summoned as steeds.) The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.

When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.

While your steed is within 1 mile of you, you can communicate with each other telepathically. You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

Whenever the steed disappears, it leaves behind any objects it was wearing or carrying.

find greater steed

4th-level conjuration (XGE-156)

Casting time
10 minutes
Range
30 feet
Duration
Instantaneous
Components
V, S

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it te1epathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.

You can’t have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

find the path

6th-level divination (PHB)

Casting time
1 minute
Range
Self
Duration
Concentration, up to 1 day
Components
V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an object from the location you wish to find)

This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plan of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.

For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

find traps

2nd-level divination (PHB)

Casting time
1 action
Range
120 feet
Duration
Instantaneous
Components
V, S

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, whico was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

find vehicle

2nd-level conjuration (UA:MM-6)

Casting time
10 minutes
Range
10 meters
Duration
8 hours
Components
V, S

You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice) in origin. The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille.

You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.

If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear.

You can’t have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM’s approval.

finger of death

7th-level necromancy (PHB)

Casting time
1 action
Range
60 feet
Duration
Instantaneous
Components
V, S

You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.

A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

fire bolt

Cantrip evocation (PHB)

Casting time
1 action
Range
120 feet
Duration
Instantaneous
Components
V, S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

At higher levels: This cantrip’s damage scales with character level; 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.

fire shield

4th-level evocation (PHB)

Casting time
1 action
Range
Self
Duration
10 minutes
Components
V, S, M (a bit of phosphorus or a firefly) Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chilc shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

fire storm

7th-level evocation (PHB)

Casting time
1 action
Range
150 feet
Duration
Instantaneous
Components
V, S

A storm made up of sheets of roaring flame appears in a location you choose within range.

The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one.

The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell.

fireball

3rd-level evocation (PHB-241)

Casting time
1 action
Range
150 feet
Duration
Instantaneous
Components
V, S, M (a tiny ball of bat guano and sulfur)

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

flame arrows

3rd-level transmutation (XGE-156 Ⓔ)

Casting time
1 action
Range
Touch
Duration
Concentration, up to 1 hour
Components
V, S

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on a piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

flame blade

2nd-level evocation (PHB)

Casting time
1 bonus action
Range
Self
Duration
Concentration, up to 10 minutes
Components
V, S, M (leaf of sumac)

You evoke a fiery blade in your free hand.

The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

flame strike

5th-level evocation (PHB)

Casting time
1 action
Range
60 feet
Duration
Instantaneous
Components
V, S, M (pinch of sulfur)

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.

At higher levels: When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

flaming sphere

2nd-level conjuration (PHB)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration.

Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignitee flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

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.

flesh to stone

6th-level transmutation (PHB)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 minute
Components
V,S,M (a pinch of lime, water, and earth)

You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.

A creature restrained by this spell must make another Consititution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.

If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

floating disk

1st-level conjuration 🄬 (Tenser’s) (PHB)

Casting time
1 action
Range
30 feet
Duration
1 hour
Components
V, S, M (a drop of mercury)

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can more across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

flock of familiars

2nd-level conjuration (LLK-57)

Casting Time
1 minute
Range
Touch
Components
V, S
Duration
Concentration, up to 1 hour
Classes
Warlock, wizard

You temporarily summon three familiars—spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the same type of creature (celestials, fey, or fiends; your choice). If you already have a familiar conjured by the find familiar spell or similar means, then one fewer familiars are conjured by this spell.

Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.

When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure an additional familiar for each slot level above 2nd.

fly

3rd-level transmutation (PHB-243)

Casting time
1 action
Range
Touch
Duration
Concentration, up to 10 minutes
Components
V, S, M (a wing feather from any bird)

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

fog cloud

1st-level conjuration (PHB)

Casting time
1 action
Range
120 feet
Duration
Concentration, up to 1 hour
Components
V, S

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

forbiddance

6th-level abjuration 🄬 (PHB)

Casting time
10 minutes
Range
Touch
Duration
1 day
Components
V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

This spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

forcecage

7th-level evocation (PHB)

Casting time
1 action
Range
100 feet
Duration
1 hour
Components
V, S, M (ruby dust worth 1,500 gp)

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prisol can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from ½-inch diameter bars spaced ½ inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out of the area.

When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those tof large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can’t exig the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can’t be dispelled by dispel magic.

foresight

9th-level divination (PHB)

Casting time
1 minute
Range
Touch
Duration
8 hours
Components
V, S, M (a hummingbird feather)

You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.

This spell immediately ends if you cast it again before its duration ends.

freedom of movement

4th-level abjuration (PHB)

Casting time
1 action
Range
Touch
Duration
1 hour
Components
V, S, M (a leather strap, bound around the arm or a similar appendage)

You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.

freezing sphere

6th-level evocation (Otiluke’s) (PHB-263)

Casting time
1 action
Range
300 feet
Duration
Instantaneous
Components
V, S, M (a small crystal sphere)

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes.

At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

friends

Cantrip enchantment (PHB)

Casting time
1 action
Range
Self
Duration
Concentration, up to 1 minute
Components
S, M (a small amount of makeup applied to the face as this spell is cast)

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

frostbite

Cantrip evocation (XGE-156 Ⓔ)

Casting time
1 action
Range
60 feet
Duration
Instantaneous
Components
V, S

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

At higher levels: This cantrip’s damage scales with character level; 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Galder’s speedy courier

4th-level conjuration (LLK-57)

Casting Time
1 action
Range
10 feet
Components
V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)
Duration
10 minutes
Classes
Warlock, wizard

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature’s body.

As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.

The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.

At higher levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.

Galder’s tower

3rd-level conjuration (LLK-57)

Casting Time
10 minutes
Range
30 feet
Components
V, S, M (a fragment of stone, wood, or other building material)
Duration
24 hours
Classes
Wizard

You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:

  • A bedroom with a bed, chairs, chest, and magical fireplace.
  • A study with desks, books, bookshelves, parchments, ink, and ink pens.
  • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils.
  • A lounge with couches, armchairs, side tables and footstools.
  • A washroom with toilets, washtubs, a magical brazier, and sauna benches.
  • An observatory with a telescope and maps of the night sky.
  • An unfurnished, empty room.

The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear. You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours.

You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.

At higher levels. When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.

gaseous form

3rd-level transmutation (PHB)

Casting time
1 action
Range
Touch
Duration
Concentration, up to 1 hour
Components
V, S, M (a bit of gauze and a wisp of smoke)

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.

While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere 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 attack or cast spells.

gate

9th-level conjuration (PHB)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a diamond worth at least 5,000 gp)

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

geas

5th-level enchantment (PHB)

Casting time
1 minute
Range
60 feet
Duration
30 days
Components
V

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of actiity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spellends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

At higher levels: When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

gentle repose

2nd-level necromancy 🄬 (PHB)

Casting time
1 action
Range
Touch
Duration
10 days
Components
V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)

You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t coung against the time limit of spells such as raise dead.

giant insect

4th-level transmutation (PHB)

Casting time
1 action
Range
30 feet
Duration
Concentration, up to 10 minutes
Components
V, S

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becaomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action 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 statistics as a giant wasp.

glibness

8th-level transmutation (PHB)

Casting time
1 action
Range
Self
Duration
1 hour
Components
V

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.

globe of invulnerability

6th-level abjuration (PHB)

Casting time
1 action
Range
Self (10-foot radius)
Duration
Concentration, up to 1 minute
Components
V, S, M (a glass or crystac bead that shatters when the spell ends)

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

At higher levels: When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

glyph of warding

3rd-level abjuration (PHB-245)

Casting time
1 hour
Range
Touch
Duration
Until dispelled or triggered
Components
V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)

When you cast this spell, you inscribe a glyph that effects other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as heightor weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes
When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph
You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

goodberry

1st-level transmutation (PHB)

Casting time
1 action
Range
Touch
Duration
Instantaneous
Components
V, S, M (a sprig of mistletoe)

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

grasping vine

4th-level conjuration (PHB)

Casting time
1 bonus action
Range
30 feet
Duration
Concentration, up to 1 minute
Components
V, S

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

grease

1st-level conjuration (PHB)

Casting time
1 action
Range
60 feet
Duration
1 minute
Components
V, S, M (a bit of pork rind or butter)

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

greater invisibility

4th-level illusion (PHB)

Casting time
1 action
Range
Touch
Duration
Concentration, up to 1 minute
Components
V, S

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

greater restoration

5th-level abjuration (PHB)

Casting time
1 action
Range
Touch
Duration
Instantaneous
Components
V, S, M (diamond dust worth at least 100 gp, which the spell consumes)

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or enm one of the following effects on the target:d * One effect that charmed or petrified the targetd * One curse, including the target’s attunement to a cursed magic itemd * Any reduction to one of the target’s ability scoresd * One effect reducing the target’s hit point maximu9

green-flame blade

Cantrip evocation (SCAG-143)

Casting time
1 action
Range
5 feet
Duration
Instantaneous
Components
V, M (a weapon)

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier (SAM).

At higher levels: This cantrip’s damage scales with character level; (weapon+1d8 and SAM+1d8) at 5th level, (weapon+2d8 and SAM+2d8) at 11th level, and (weapon+3d8 and SAM+3d8) at 17th level.

guardian of faith

4th-level conjuration (PHB)

Casting time
1 action
Range
30 feet
Duration
8 hours
Components
V

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardial occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the firs time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

guardian of nature

4th-level transmutation (XGE-157)

Casting time
1 bonus action
Range
Self
Duration
Concentration, up to 1 minute
Components
V

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume:

Primal Beast
Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks 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 Constitution saving throws with advantage.
  • You make Dexterity- and Wisdom-based attack rolls with advantage.
  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

guards and wards

6th-level abjuration (PHB-248)

Casting time
10 minutes
Range
Touch
Duration
24 hours
Components
V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)

You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.

When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.

Guards and wards creates the following effects within the warded area.

Corridors
Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors
All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the minor illusion spell) to make them appear as plain sections of wall.
Stairs
Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
Other Spell Effect
You can place your choice of one of the following magical effects within the warded area of the stronghold.
  • Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
  • Place magic mouth in two locations.
  • Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
  • Place a constant gust of wind in one corridor or room.
  • Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.

The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.

At higher levels: When you cast this spell using a 7th or higher level spell slot, the duration increases to 2 days (7th-level), 4 days (8th-level), or 1 week (9th-level)

Permanency: You can create a permanently guarded and warded structure by casting this spell there often enough to have no lapse in protection for a year.

guidance

Cantrip divination (PHB)

Casting time
1 action
Range
Touch
Duration
Concentration, up to 1 minute
Components
V, S

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

guiding bolt

1st-level evocation (PHB)

Casting time
1 action
Range
120 feet
Duration
1 round
Components
V, S

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

guiding hand

1st-level divination (UA:SS)

Casting time
1 minute
Range
5 feet
Duration
Concentration, up to 8 hours
Components
V, S

You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.

When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.

If you don’t move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.

gust

Cantrip transmutation (XGE-157 Ⓔ)

Casting time
1 action
Range
30 feet
Duration
Instantaneous
Components
V, S

You seize the air and compel it to create one of the following effects at a point you can see within range:

  • One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

gust of wind

2nd-level evocation (PHB)

Casting time
1 action
Range
Self (60-foot line)
Duration
Concentration, up to 1 minute
Components
V, S, M (a legume seed)

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.