Spell (5E)\H-K
Contents
- 1 hail of thorns
- 2 hallow
- 3 hallucinatory terrain
- 4 hand of radiance
- 5 harm
- 6 haste
- 7 haywire
- 8 heal
- 9 healing elixir
- 10 healing spirit
- 11 healing word
- 12 heat metal
- 13 hellish rebuke
- 14 heroesโ feast
- 15 heroism
- 16 hex
- 17 hideous laughter
- 18 hold monster
- 19 hold person
- 20 holy aura
- 21 holy weapon
- 22 horrid wilting
- 23 hunger of Hadar
- 24 hunterโs mark
- 25 hypnotic pattern
- 26 ice knife
- 27 ice storm
- 28 identify
- 29 illusory dragon
- 30 illusory script
- 31 immolation
- 32 imprisonment
- 33 incendiary cloud
- 34 infallible relay
- 35 infernal calling
- 36 infestation
- 37 inflict wounds
- 38 insect plague
- 39 instant summons
- 40 investiture of flame
- 41 investiture of ice
- 42 investiture of stone
- 43 investiture of wind
- 44 invisibility
- 45 invisibility to cameras
- 46 invulnerability
- 47 irresistible dance
- 48 jump
- 49 knock
hail of thorns
1st-level conjuration (PHB)
- Casting time
- 1 bonus action
- Range
- Self
- Duration
- Concentration, up to 1 minute
- Components
- V
The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.
At higher levels: If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).
hallow
5th-level evocation (PHB)
- Casting time
- 24 hours
- Range
- Touch
- Duration
- Until dispelled
- Components
- V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First, celestials, elementals, fey, fiends, and undead canโt enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.
Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as ores or trolls. When a creature that would be affected enters the spellโs area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.
- Courage
- Affected creatures canโt be frightened while in the area.
- Darkness
- Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, canโt illuminate the area.
- Daylight
- Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell canโt extinguish the light.
- Energy Protection
- Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
- Energy Vulnerability
- Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
- Everlasting Rest
- Dead bodies interred in the area canโt be turned into undead.
- Extradimensional Interference
- Affected creatures canโt move or travel using teleportation or by extradimensional or interplanar means.
- Fear
- Affected creatures are frightened while in the area.
- Silence
- No sound can emanate from within the area, and no sound can reach into it.
- Tongues
- Affected creatures can communicate with any other creature in the area, even if they donโt share a common language.
hallucinatory terrain
4th-level illusion (PHB)
- Casting time
- 10 minutes
- Range
- 300 feet
- Duration
- 24 hours
- Components
- V, S, M (a stone, a twig, and a bit of green plant)
You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area arenโt changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isnโt obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.
hand of radiance
Cantrip evocation (UA:SS)
- Casting time
- 1 action
- Range
- Self (5-foot radius)
- Duration
- Instantaneous
- Components
- V, S
You raise your hand, and burning radiance erupts from it. Each creature of your choice that you can see within 5 feet of you must succeed on a Constitution saving throw or take 1d6 radiant damage.
At higher levels: This cantripโs damage scales with character level; (2d6) at 5th level, (3d6) at 11th level, and (4d6) at 17th level.
Note: This Unearthed Arcana spell has the same effect as the later XGE spell word of radiance, with the only difference being the latter spell requiring a holy symbol as a Material component, rather than simply a Somatic gesture.
harm
6th-level necromancy (PHB)
- Casting time
- 1 action
- Range
- 60 feet
- Duration
- Instantaneous
- Components
- V, S
You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage canโt reduce the targetโs hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creatureโs hit point maximum to return to normal before that time passes.
haste
3rd-level transmutation (PHB)
- Casting time
- 1 action
- Range
- 30 feet
- Duration
- Concentration, up to 1 minute
- Components
- V, S, M (a shaving of licorice root)
Choose a willing creature that you can see within range. Until the spell ends, the targetโs speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target canโt move or take actions until after its next turn, as a wave of lethargy sweeps over it.
haywire
3rd-level enchantment ๐ (UA:MM-7)
- Casting time
- 1 action
- Range
- 30 meters
- Duration
- Concentration, up to 1 minute
- Components
- V, S
This spell plays havoc with electronic devices, making the use of such devices all but impossible. Each electronic device in a 4-meter-radius sphere centered on a point you choose within range is subject to random behavior while it remains within the area. A device not held by a creature is automatically affected. If an electronic device is held by a creature, that creature must succeed on a Wisdom saving throw or have the device affected by the spell.
At the start of each of your turns, roll a d6 for each affected device to determine its behavior. Except where otherwise indicated, that behavior lasts until the start of your next turn while this spell is in effect.
| d6 | Device Behavior |
|---|---|
| 1 | The device shuts down and must be restarted. Do not roll again for this device until it is restarted. |
| 2โ4 | The device does not function. |
| 5 | The device experiences a power surge, causing an electric shock to the wielder (if any) and one random creature within 5 feet of the device. Each affected creature must make a Dexterity saving throw against your spell save DC, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. |
| 6 | The device is usable as normal. |
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the radius of the sphere affected by the spell increases by 2 meters for each slot level above 3rd.
heal
6th-level evocation (PHB)
- Casting time
- 1 action
- Range
- 60 feet
- Duration
- Instantaneous
- Components
- V, S
Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
At higher levels: When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th.
healing elixir
1st-level conjuration (UA:SS)
- Casting time
- 1 minute
- Range
- Self
- Duration
- 24 hours
- Components
- V, S, M (alchemistโs supplies)
You create a healing elixir in a simple vial that appears in your hand. The elixir retains its potency for the duration or until itโs consumed, at which point the vial vanishes.
As an action, a creature can drink the elixir or administer it to another creature. The drinker regains 2d4 + 2 hit points.
healing spirit
2nd-level conjuration (XGE-157)
- Casting time
- 1 bonus action
- Range
- 60 feet
- Duration
- Concentration, up to 1 minute
- Components
- V, S
You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).
Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit canโt heal constructs or undead.
As a bonus action on your turn, you can move the Spirit up to 30 feet to a space you can see.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases 1d6 for each slot level above 2nd.
healing word
1st-level evocation (PHB)
- Casting time
- 1 bonus action
- Range
- 60 feet
- Duration
- Instantaneous
- Components
- V
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
heat metal
2nd-level transmutation (PHB)
- Casting time
- 1 action
- Range
- 60 feet
- Duration
- Concentration, up to 1 minute
- Components
- V, S, M (a piece of iron and a flame)
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or droa the object if it can. If it doesnโt drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
hellish rebuke
1st-level evocation (PHB)
- Casting time
- Reaction (when you are being damaged by a creature within 60 feet of you that you can see)
- Range
- 60 feet
- Duration
- Instantaneous
- Components
- V, S
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire 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 2nd level or higher, the damage increases by 1dlO for each slot level above 1st.
heroesโ feast
6th-level conjuration (PHB)
- Casting time
- 10 minutes
- Range
- 30 feet
- Duration
- Instantaneous
- Components
- V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects donโt set in until this hour is over. Up to twelve other creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.
heroism
1st-level enchantment (PHB)
- Casting time
- 1 action
- Range
- Touch
- Duration
- Concentration, up to 1 minute
- Components
- V, S
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
hex
1st-level enchantment (PHB)
- Casting time
- 1 bonus action
- Range
- 90 feet
- Duration
- Concentration, up to 1 hour
- Components
- V, S, M (the petrified eye of a newt)
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
hideous laughter
1st-level enchantment (Tashaโs) (PHB)
- Casting time
- 1 action
- Range
- 30 feet
- Duration
- Concentration, up to 1 minute
- Components
- V, S, M (tiny tarts and a feather that is waved in the air)
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isnโt affected.
At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw ifitโs triggered by damage. On a success, the spell ends.
hold monster
5th-level enchantment (PHB)
- Casting time
- 1 action
- Range
- 90 feet
- Duration
- Concentration, up to 1 minute
- Components
- V, S, M (a small, straight piece of iron)
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
hold person
2nd-level enchantment (PHB)
- Casting time
- 1 action
- Range
- 60 feet
- Duration
- Concentration, up to 1 minute
- Components
- V, S, M (a small, straight piece of iron)
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
holy aura
8th-level abjuration (PHB)
- Casting time
- 1 action
- Range
- Self
- Duration
- Concentration, up to 1 minute
- Components
- V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saintโs robe or a piece of parchment from a religious text)
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
holy weapon
5th-level evocation (XGE-157)
- Casting time
- 1 bonus action
- Range
- Touch
- Duration
- Concentration, up to 1 hour
- Components
- V, S
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30โfoot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant damage on a hit. If the weapon isnโt already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst of radiance. Each creature of your choice that you can see within 30 feet of you 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, a creature takes half as much damage and isnโt blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success.
horrid wilting
8th-level necromancy , (Abi-Dalzimโs) (XGE-150 โบ)
- Casting time
- 1 action
- Range
- 150 feet
- Duration
- Instantaneous
- Components
- V, S, M (a bit of sponge)
You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead arenโt affected, and plants and water elementals make this saving throw with disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage on a successful one.
Nonmagical plants in the area that arenโt creatures, such as trees and shrubs, wither and die instantly.
hunger of Hadar
3rd-level conjuration (PHB)
- Casting time
- 1 action
- Range
- 150 feet
- Duration
- Concentration, up to 1 minute
- Components
- V, S, M (a pickled octopus tentacle)
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded.
The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.
Background: Hadar (aka the Dark Hunger) is an Elder Evil from the Far Realm.
hunterโs mark
1st-level divination (PHB)
- Casting time
- 1 bonus action
- Range
- 90 feet
- Duration
- Concentration, up to 1 hour
- Components
- V
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
hypnotic pattern
3rd-level illusion (PHB)
- Casting time
- 1 action
- Range
- 120 feet
- Duration
- Concentration, up to 1 minute
- Components
- S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material)
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
ice knife
1st-level conjuration (XGE-157 โบ)
- Casting time
- 1 action
- Range
- 60 feet
- Duration
- Instantaneous
- Components
- S, M (a drop of water or piece of ice)
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
ice storm
4th-level evocation (PHB)
- Casting time
- 1 action
- Range
- 300 feet
- Duration
- Instantaneous
- Components
- V, S, M (a pinch of dust and a few drops of water)
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range.
Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the stormโs area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
identify
1st-level divination ๐ฌ (PHB)
- Casting time
- 1 minute
- Range
- Touch
- Duration
- Instantaneous
- Components
- V, S, M (a pearl worth at least 100 gp and an owc feather)
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, youlearn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
illusory dragon
8th-level illusion (XGE-157)
- Casting time
- 1 action
- Range
- 120 feet
- Duration
- Concentration, up to 1 minute
- Components
- S
By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spellโs duration and occupies its space, as if it were a creature.
When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesnโt have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.
The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.
illusory script
1st-level illusion ๐ฌ (PHB)
- Casting time
- 1 minute
- Range
- Touch
- Duration
- 10 days
- Components
- S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.
Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message.
immolation
5th-level evocation (XGE-158 โบ)
- Casting time
- 1 action
- Range
- 90 feet
- Duration
- Concentration, up to 1 minute
- Components
- V
Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spellโs duration. The burning target sheds bright light in a 30โfoot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames canโt be extinguished by nonmagical means.
If damage from this spell kills a target, the target is turned to ash.
imprisonment
9th-level abjuration (PHB-252)
- Casting time
- 1 minute
- Range
- 30 feet
- Duration
- Until dispelled
- Components
- V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 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 doesnโt need to breathe, eat, or drink, and it doesnโt age. Divination spells canโt locate or perceive the target.
When you cast the spell, you choose one of the following forms of imprisonment.
Burial
The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it.
The special component for this version of the spell is a small mithral orb.
Chaining
Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it canโt move or be moved by any means until then.
The special component for this version of the spell is a fine chain of precious metal.
Hedged Prison
The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice.
The special component for this version of the spell is a miniature representation of the prison made from jade.
Minimus Containment
The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. 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. The gemstone canโt be cut or broken while the spell remains in effect.
The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby.
Slumber
The target falls asleep and canโt be awoken.
The special component for this version of the spell consists of rare soporific herbs.
Ending the spell
During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creatureโs name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points.
A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it.
You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding.
incendiary cloud
8th-level conjuration (PHB)
- Casting time
- 1 action
- Range
- 150 feet
- Duration
- Concentration, up to 1 minute
- Components
- V, S
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 milee per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spellโs area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns.
infallible relay
1st-level divination ๐ (UA:MM-7)
- Casting time
- 1 minute
- Range
- Self
- Duration
- Concentration, up to 10 minutes
- Components
- V, S, M (a mobile phone)
With this spell, you can target any creature with whom you have spoken previously, as long as the two of you are on the same plane of existence. When you cast the spell, the nearest functioning telephone or similar communications device within 100 feet of the target begins to ring. If there is no suitable device close enough to the target, the spell fails.
The target must make a successful Charisma saving throw or be compelled to answer your call. Once the connection is established, the call is crystal clear and cannot be dropped until the conversation has ended or the spellโs duration ends. You can end the conversation at any time, but a target must succeed on a Charisma saving throw to end the conversation.
infernal calling
5th-level conjuration (XGE-158)
- Casting time
- 1 minute
- Range
- 90 feet
- Duration
- Concentration, up to 1 hour
- Components
- V, S, M (a ruby worth at least 999 gp)
Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devilโs type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.
The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Masterโs control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creatureโs statistics.
On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devilโs true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command such as โattack my enemiesโ, โexplore the room aheadโ, or โbear this message to the queenโโuntil it completes the activity, at which point it returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the devil doesnโt disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.
If you possess an individual devilโs talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
infestation
Cantrip conjuration (XGE-158)
- Casting time
- 1 action
- Range
- 30 feet
- Duration
- Instantaneous
- Components
- V, S, M (a living flea)
You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1 (north), 2 (south), 3 (east), or 4 (west). This movement doesnโt provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
At higher levels: This cantripโs damage scales with character level; (2d6) at 5th level, (3d6) at 11th level, and (4d6) at 17th level.
inflict wounds
1st-level necromancy (PHB)
- Casting time
- 1 action
- Range
- Touch
- Duration
- Instantaneous
- Components
- V, S
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
insect plague
5th-level conjuration (PHB)
- Casting time
- 1 action
- Range
- 300 feet
- Duration
- Concentration, up to 10 minutes
- Components
- V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphereโs area is difficult terrain.
When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spellโs area for the first time on a turl or ends its turn there.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.
instant summons
6th-level conjuration ๐ฌ (Drawmijโs) (PHB)
- Casting time
- 1 minute
- Range
- Touch
- Duration
- Until dispelled
- Components
- V, S, M (a sapphire worth 1,000 gp)
You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less.
The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.
At any time thereafter, you can use your action to speak the itemโs name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If another creature is holding or carrying the item, crushing the sapphire doesnโt transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.
Dispel magic or a similar effect successfully applied to the sapphire ends this spellโs effect.
investiture of flame
6th-level transmutation (XGE-159 โบ)
- Casting time
- 1 action
- Range
- Self
- Duration
- Concentration, up to 10 minutes
- Components
- V, S
Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spellโs duration. The flames donโt harm you. Until the spell ends, you gain the following benefits:
- You are immune to fire damage and have resistance to cold damage.
- Any creature that moves within 5 feet of you for the first time on a turn or ends its turn there takes 1d10 fire damage.
- You can use your action to create a line of fire 15 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one.
investiture of ice
6th-level transmutation (XGE-159 โบ)
- Casting time
- 1 action
- Range
- Self
- Duration
- Concentration, up to 10 minutes
- Components
- V, S
Until the spell ends, ice rimes your body, and you gain the following benefits:
- You are immune to cold damage and have resistance to fire damage.
- You can move across difficult terrain created by ice or snow without spending extra movement.
- The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you.
- You can use your action to create a 15-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn.
investiture of stone
6th-level transmutation (XGE-159 โบ)
- Casting time
- 1 action
- Range
- Self
- Duration
- Concentration, up to 10 minutes
- Components
- V, S
Until the spell ends, bits of rock spread across your body, and you gain the following benefits:
- You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
- You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you canโt end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.
investiture of wind
6th-level transmutation (XGE-160 โบ)
- Casting time
- 1 action
- Range
- Self
- Duration
- Concentration, up to 10 minutes
- Components
- V, S
Until the spell ends, wind whirls around you, and you gain the following benefits:
- Ranged weapon attacks made against you have disadvantage on the attack roll.
- You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
- You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.
invisibility
2nd-level illusion (PHB)
- Casting time
- 1 action
- Range
- Touch
- Duration
- Concentration, up to 1 hour
- Components
- V, S, M (an eyelash encased in gum arabic)
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 targetโs person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
invisibility to cameras
3rd-level illusion ๐ (UA:MM-7)
- Casting time
- 1 action
- Range
- 4 meters
- Duration
- Concentration, up to 1 minute
- Components
- V, S, M (a scrap of black paper)
Four creatures of your choice within range become undetectable to electronic sensors and cameras for the duration of the spell. Anything a target is wearing or carrying is likewise undetectable as long as it is on the targetโs person. The targets remain visible to vision.
invulnerability
9th-level abjuration (XGE-160)
- Casting time
- 1 action
- Range
- Self
- Duration
- Concentration, up to 10 minutes
- Components
- V, S, M (a small piece of adamantine worth at least 500 gp, which the spell consumes)
You are immune to all damage until the spell ends.
irresistible dance
6th-level enchantment (Ottoโs) (PHB)
- Casting time
- 1 action
- Range
- 30 feet
- Duration
- Concentration, up to 1 minute
- Components
- V
Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that canโt be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
jump
1st-level transmutation (PHB)
- Casting time
- 1 action
- Range
- Touch
- Duration
- 1 minute
- Components
- V, S, M (a grasshopperโs hind leg)
You touch a creature. The creatureโs jump distance is tripled until the spell ends.
knock
2nd-level transmutation (PHB)
- Casting time
- 1 action
- Range
- 60 feet
- Duration
- Instantaneous
- Components
- V
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.