Difference between revisions of "Template:Spells 5E T-Z"

From silvesti
Jump to: navigation, search
(wish)
(teleportation circle)
 
(4 intermediate revisions by the same user not shown)
Line 54: Line 54:
  
 
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
 
The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.
{| class="d20"
+
{| class="d20 zebra center"
 
!Familiarity !!class=ml|Mishap !!class=ml|Similar<br>Area !!class=ml|Off<br>Target !!class=ml|On<br>Target
 
!Familiarity !!class=ml|Mishap !!class=ml|Similar<br>Area !!class=ml|Off<br>Target !!class=ml|On<br>Target
 
|-
 
|-
Line 69: Line 69:
 
|Description ||01–43 ||44–53 ||54–73 ||74–100
 
|Description ||01–43 ||44–53 ||54–73 ||74–100
 
|-
 
|-
|False destination ||01–50 ||51–100 ||— ||—
+
|False destination ||01–50 ||class=pr0|51–100 ||— ||—
 
|}
 
|}
 
{{statblock|
 
{{statblock|
Line 102: Line 102:
 
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the&nbsp;DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1&nbsp;minute.
 
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the&nbsp;DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1&nbsp;minute.
  
You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.
+
<ins>'''''At higher levels'':''' When you cast this spell using a 6th or higher level spell slot, the duration increases to 1&nbsp;hour (6th-level), 1&nbsp;day (7th-level), or 1&nbsp;week (8th-level).</ins>
 +
 
 +
<ins>'''''Permanency'':'''</ins> You can create a permanent teleportation circle by casting this spell in the same location {{abbr|often enough to have no lapse greater than 24 hours|every day}} for one year. You need not use the circle to teleport when you cast the spell in this way.
  
 
===temple of the gods===
 
===temple of the gods===
Line 126: Line 128:
 
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It&nbsp;can’t be dispelled by {{d5e|spell|dispel magic}}, and {{d5e|spell|antimagic field}} has no effect on it. A&nbsp;{{d5e|spell|disintegrate}} spell destroys the temple instantly.
 
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It&nbsp;can’t be dispelled by {{d5e|spell|dispel magic}}, and {{d5e|spell|antimagic field}} has no effect on it. A&nbsp;{{d5e|spell|disintegrate}} spell destroys the temple instantly.
  
<ins>'''''At higher levels'':''' When you cast this spell using a 8th or higher level spell slot, the duration increases to 3&nbsp;days (8th-level), or 1&nbsp;week (9th-level)</ins>
+
<ins>'''''At higher levels'':''' When you cast this spell using a 8th or higher level spell slot, the duration increases to 1 week (''or tenday'', etc.).</ins>
  
 
'''''Permanency'':''' Casting this spell on the same spot {{abbr|often enough to have no lapse in its existence|every day}} for a year makes the temple permanent.
 
'''''Permanency'':''' Casting this spell on the same spot {{abbr|often enough to have no lapse in its existence|every day}} for a year makes the temple permanent.
Line 837: Line 839:
 
* You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
 
* You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
  
You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DN has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.
+
You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.
  
 
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In&nbsp;addition, your Strength drops to&nbsp;3, if it isn’t 3 or lower already, for 2d4&nbsp;days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2&nbsp;days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
 
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In&nbsp;addition, your Strength drops to&nbsp;3, if it isn’t 3 or lower already, for 2d4&nbsp;days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2&nbsp;days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

Latest revision as of 02:41, 7 November 2020

telekinesis

5th-level transmutation (PHB)

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

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature

You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Objeco

You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

telepathic bond

5th-level divination 🄬 (Rary’s) (PHB)

Casting time
1 action
Range
30 feet
Duration
1 hour
Components
V, S, M (pieces of eggshell from two different kinds of creatures)

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

Until the spell ends, the targets can communicated telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.

telepathy

8th-level evocation (PHB)

Casting time
1 action
Range
Unlimited
Duration
24 hours
Components
V, S, M (a pair of linked silver rings)

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

teleport

7th-level conjuration (PHB-281)

Casting time
1 action
Range
10 feet
Duration
Instantaneous
Components
V

This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature.

The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table.

Familiarity Mishap Similar
Area
Off
Target
On
Target
Permanent circle 01-100
Associated object 01-100
Very familiar 01–05 06–13 14–24 25–100
Seen casually 01–33 34–43 44–53 54–100
Viewed once 01–43 44–53 54–73 74–100
Description 01–43 44–53 54–73 74–100
False destination 01–50 51–100
Familiarity
 
Permanent circle – a permanent teleportation circle whose sigil sequence you know.
Associated object – you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb.
Very familiar – a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell.
Seen casually – someplace you have seen more than once but with which you aren’t very familiar.
Viewed once – a place you have seen once, possibly using magic.
Description – a place whose location and appearance you know through someone else’s description, perhaps from a map.
False destination – a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
On Target
You and your group (or the target object) appear where you want to.
Off Target
You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
Similar Area
You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
Mishap
The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time).

teleportation circle

5th-level conjuration (PHB)

Casting time
1 minute
Range
10 feet
Duration
1 round
Components
V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes)

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portac instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

At higher levels: When you cast this spell using a 6th or higher level spell slot, the duration increases to 1 hour (6th-level), 1 day (7th-level), or 1 week (8th-level).

Permanency: You can create a permanent teleportation circle by casting this spell in the same location often enough to have no lapse greater than 24 hours for one year. You need not use the circle to teleport when you cast the spell in this way.

temple of the gods

7th-level conjuration (XGE-167)

Casting time
1 hour
Range
120 feet
Duration
24 hours
Components
V, S, M (a holy symbol)

You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.

You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door.

The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the temperature is mild.

The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll.

In addition, the sensors created by divination spells can’t appear inside the temple, and creatures within can’t be targeted by divination spells.

Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point).

The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.

At higher levels: When you cast this spell using a 8th or higher level spell slot, the duration increases to 1 week (or tenday, etc.).

Permanency: Casting this spell on the same spot often enough to have no lapse in its existence for a year makes the temple permanent.

thaumaturgy

Cantrip transmutation (PHB)

Casting time
1 action
Range
30 feet
Duration
Up to 1 minute
Components
V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

thorn whip

Cantrip transmutation (PHB)

Casting time
1 action
Range
30 feet
Duration
Instantaneous
Components
V, S, M (the stem of a plant with thorns)

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

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

thunderclap

Cantrip evocation (XGE-168 Ⓔ)

Casting time
1 action
Range
5 feet
Duration
Instantaneous
Components
S

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

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

thunderous smite

1st-level evocation (PHB)

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

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

thunder step

3rd-level conjuration (XGE-168)

Casting time
1 action
Range
90 feet
Duration
Instantaneous
Components
V

You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

thunderwave

1st-level evocation (PHB)

Casting time
1 action
Range
Self (15-foot cube)
Duration
Instantaneous
Components
V, S

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

tidal wave

3rd-level conjuration (XGE-168 Ⓔ)

Casting time
1 action
Range
120 feet
Duration
Instantaneous
Components
V, S, M (a drop of water)

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

time stop

9th-level transmutation (PHB)

Casting time
1 action
Range
Self
Duration
Instantaneous
Components
V

You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4+1 turns in a row, during which you can use actions and move as normal.

This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it.

tiny hut

3rd-level evocation (Leomund’s) 🄬 (PHB)

Casting time
1 minute
Range
Self (10-foot-radius hemisphere)
Duration
8 hours
Components
V, S, M (a small crystal bead)

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

tiny servant

3rd-level transmutation (XGE-169)

Casting time
1 minute
Range
Touch
Duration
8 hours
Components
V, S

You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.

As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.

When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.

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

Tiny Servant

Tiny construct, unaligned

Armor Class
15 (natural armor)
Hit Points
10 (4d4)
Speed
30 ft., climb 30 ft.
Str
4 (−3)
Dex
16 (+3)
Con
10 (+0)
Int
2 (−4)
Wis
10 (+0)
Cha
1 (−5)
Damage Immunities
poison, psychic.
Condition Immunities
blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned.
Senses
blindsight 60 ft. (blind beyond this radius), passive Perception 10.
Languages
Actions

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

toll the dead

Cantrip necromancy (XGE-169)

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

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

At higher levels: This cantrip’s damage scales with character level; (2d8 or 2d12) at 5th level, (3d8 or 3d12) at 11th level, and (4d8 or 4d12) at 17th level.

tongues

3rd-level divination (PHB)

Casting time
1 action
Range
Touch
Duration
1 hour
Components
V, M (a small clay model of a ziggurat)

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

transformation

6th-level transmutation (Tenser’s) (XGE-168)

Casting time
1 action
Range
Self
Duration
Concentration, up to 10 minutes
Components
V, S, M (a few hairs from a bull)

You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, you can’t cast spells, and you gain the following benefits:

  • You gain 50 temporary hit points. If any of these remain when the spell ends, they are lost.
  • You have advantage on attack rolls that you make with simple and martial weapons.
  • When you hit a target with a weapon attack, that target takes an extra 2d12 force damage.
  • You have proficiency with all armor, shields, simple weapons, and martial weapons.
  • You have proficiency in Strength and Constitution saving throws.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion.

transmute rock

5th-level transmutation (XGE-169 Ⓔ)

Casting time
1 action
Range
120 feet
Duration
Instantaneous
Components
V, S, M (clay and water)

You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.

Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.

The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs L feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.

If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or another creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

transport via plants

6th-level conjuration (PHB)

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

This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane ofexistence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.

trap the soul

8th-level abjuration

Casting time
1 minute
Range
30 feet
Duration
Until dispelled
Components
V, S, M (A large transparent gemstone—such as a corundum, diamond, or ruby—worth at least 1,000 gp per Hit Die of the target)

You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target, unless they are cast within 120 feet of the gemstone.

Minimus Containment
On a failed save, the target shrinks to a height of 1 inch and is imprisoned inside the the gemstone. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel.

Ending the Spell:

  • If the gemstone is broken, the target is immediately freed from its binding.
  • A dispel magic spell can end the spell only if it is cast at an equal or higher level, targeting the gemstone.
  • You can use a particular gemstone to create only one prison at a time. If you cast the spell again using the same gemstone, the target of the first casting is immediately freed from its binding.

Note: This spell was reverse engineered from the 9th-level spell imprisonment. Officially, trap the soul was folded into imprisonment during playtesting, and unintentionally left on the list of Wizard Spells by level.

tree stride

5th-level conjuration (PHB)

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

You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the locatiol of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or stepout of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement. If you have no movement left, you appear within 5 feet of the tree you entered.

You can use this transportation ability once per round for the duration. You must end each turn outside a tree.

true polymorph

9th-level transmutation (PHB-283)

Casting time
1 action
Range
30 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation becomes permanent.

Shapechangers aren’t affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t affected by this spell. This spell can’t affect a target that has 0 hit points.

Creature into Creature

If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target’s (or its level, if the target doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.

The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it ham before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

Object into Creature

You can turn an object into any kind of creature, as long as the creature’s size is no larger than the object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of its actions and movement.

If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.

Creature into Object

If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object’s size is no larger than the creature’s size. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

true resurrection

9th-level necromancy (PHB-284)

Casting time
1 hour
Range
Touch
Duration
Instantaneous
Components
V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes)

You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points.

This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs or limbs. If the creature was undead, it is restored to its non-undead form.

The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you.

true seeing

6th-level divination (PHB-284)

Casting time
1 action
Range
Touch
Duration
1 hour
Components
V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

true strike

Cantrip divination (PHB-284)

Casting time
1 action
Range
30 feet
Duration
Concentration, up to 1 round
Components
S

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

tsunami

8th-level conjuration (PHB-284)

Casting time
1 minute
Range
Sight
Duration
Concentration, up to 6 rounds
Components
V, S

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falle to the ground.

unearthly chorus

1st-level illusion (UA:SS)

Casting time
1 action
Range
Self (30-foot radius)
Duration
Concentration, up to 10 minutes
Components
V

Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration.

Until the spell ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this spell with advantage.

unseen servant

1st-level conjuration 🄬 (PHB-284)

Casting time
1 action
Range
60 feet
Duration
1 hour
Components
V, S, M (a piece of string and a bit of wood)

This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and inteact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

vampiric touch

3rd-level necromancy (PHB)

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

The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action.

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.

vicious mockery

Cantrip enchantment (PHB)

Casting time
1 action
Range
60 feet
Duration
Instantaneous
Components
V

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (thought it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

At higher levels: This cantrip’s damage scales with character level; 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

virtue

Cantrip abjuration (UA:SS)

Casting time
1 action
Range
Touch
Duration
1 round
Components
V, S

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

vitriolic sphere

4th-level evocation (XGE-170 Ⓔ)

Casting time
1 action
Range
150 feet
Duration
Instantaneous
Components
V, S, M (a drop of giant slug bile)

You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th.

wall of fire

4th-level evocation (PHB)

Casting time
1 action
Range
120 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a small piece of phosphorus)

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

wall of force

5th-level evocation (PHB)

Casting time
1 action
Range
120 feet
Duration
Concentration, up to 10 minutes
Components
V, S, M (a pinch of powder made by crushing a clear gemstone)

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solidsurface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be continguous with another panel. In any form, the wall is ¼ inch thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

wall of ice

6th-level evocation (PHB)

Casting time
1 action
Range
120 feet
Duration
Concentration, up to 10 minutes
Components
V, S, M (a small piece of quartz)

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surfcae made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 cold 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 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

wall of light

5th-level evocation (XGE-170)

Casting time
1 action
Range
120 feet
Duration
Concentration, up to 10 minutes
Components
V, S, M (a hand mirror)

A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet.

When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

A creature that ends its turn in the wall’s area takes 4d8 radiant damage.

Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall’s length drops to 0 feet, the spell ends.

At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

wall of sand

3rd-level evocation (XGE-170 Ⓔ)

Casting time
1 action
Range
90 feet
Duration
Concentration, up to 10 minutes
Components
V, S, M (a handful of sand)

You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.

wall of stone

5th-level evocation (PHB)

Casting time
1 action
Range
120 feet
Duration
Concentration, up to 10 minutes
Components
V, S, M (a small block of granite)

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

wall of thorns

6th-level conjuration (PHB)

Casting time
1 action
Range
120 feet
Duration
Concentration, up to 10 minutes
Components
V, S, M (a handful of thorns)

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save.

At higher levels: When you cast this spell using a spell slot of 7th level or higher, both types o f damage increase by 1d8 for each slot level above 6th.

wall of water

3rd-level evocation (XGE-170 Ⓔ)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 10 minutes
Components
V, S, M (a drop of water)

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.

Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

warding bond

2nd-level abjuration (PHB)

Casting time
1 action
Range
Touch
Duration
1 hour
Components
V, S, M (a pair of platinum rings worth at least 50 gp each, whico you and target must wear for the duration)

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.

While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

warding wind

2nd-level evocation (XGE-170 Ⓔ)

Casting time
1 action
Range
Self
Duration
Concentration, up to 10 minutes
Components
V

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.

The wind has the following effects:

  • It deafens you and other creatures in its area.
  • It extinguishes unprotected flames in its area that are torch-sized or smaller.
  • It hedges out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.

water breathing

3rd-level transmutation 🄬 (PHB)

Casting time
1 action
Range
30 feet
Duration
24 hours
Components
V, S, M (a short reed or piece of straw)

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures alsf retain their normal mode of respiration.

water walk

3rd-level transmutation 🄬 (PHB)

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

This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solim ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

watery sphere

4th-level conjuration (XGE-170 Ⓔ)

Casting time
1 action
Range
90 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a droplet of water)

You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw.

The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls.

Notes: 10′ ⌀ = 524 ft³ = 3,920 ㏿

web

2nd-level conjuration (PHB)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (a bit of spiderweb)

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured we. collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

weird

9th-level illusion (PHB-288)

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

Drawing on the deepest fears of 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. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature’s deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature’s turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

whirlwind

7th-level evocation (XGE-171 Ⓔ)

Casting time
1 action
Range
300 feet
Duration
Concentration, up to 1 minute
Components
V, M (a piece of straw)

A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwinm sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top.

A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.

wild cunning

1st-level transmutation 🄬 (UA:SS)

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

You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:

  • If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.
  • If there is edible forage within range, you know it and where to find it.
  • If there is clean drinking water within range, you know it and where to find it.
  • If there is suitable shelter for you and your companions with range, you know it and where to find.
  • Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.
  • Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.

wind walk

6th-level transmutation (PHB)

Casting time
1 minute
Range
30 feet
Duration
8 hours
Components
V, S, M (fire and holy water)

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it doee safely. If it can’t land after 1 minute, the creature falls the remaining distance.

wind wall

3rd-level evocation (PHB)

Casting time
1 action
Range
120 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a tiny fan and a feather of exotic origin)

A wall of strong wind rises from the ground at a point you choose within range.

You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.

wish

9th-level conjuration (PHB)

Casting time
1 action
Range
Self
Duration
Instantaneous
Components
V

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

  • You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
  • You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
  • You grant up to ten creatures that you can see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourselp and all your com panions immune to a lich’s life drain attack.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.

witch bolt

1st-level evocation (PHB)

Casting time
1 action
Range
30 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a twig from a tree that has been struck by lightning)

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

word of radiance

Cantrip evocation (XGE-171)

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

You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.

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

word of recall

6th-level conjuration (PHB)

Casting time
1 action
Range
5 feet
Duration
Instantaneous
Components
V

You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary.

You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your sanctuary (see below). If you cast this spell without first preparing a sanctuary, the spell has no effect.

You must designate a sanctuary by casting this spell within a location, such as a temple, dedicated to or strongly linked to your deity. If you attempt to cast the spell in this manner in an area that isn’t dedicated to your deity, the spell has no effect.

wrath of nature

5th-level evocation (XGE-171)

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

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.

Trees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.

Roots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.

Rocks: As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.

wrathful smite

1st-level evocation (PHB)

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

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

zephyr strike

1st-level transmutation (XGE-171)

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

You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

zone of truth

2nd-level enchantment (PHB)

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

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.