Template:Spells 5E C-C

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call lightning

3rd-level conjuration (PHB-220)

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

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you canโ€™t see a point in the air where the storm cloud could appear (for example, if you are in a room that canโ€™t accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spellโ€™s damage increases by 1d10.

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

calm emotions

2nd-level enchantment (PHB-221)

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

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unlese the DM rules otherwise.

catapult

1st-level transmutation (XGE-150 โ’บ)

Casting time
1 action
Range
150 feet
Duration
Instantaneous
Components
S

Choose one object weighing 1 to 5 pounds within range that isnโ€™t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

catnap

3rd-level enchantment (XGE-151)

Casting time
1 action
Range
30 feet
Duration
10 minutes
Components
S, M (a pinch of sand)

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spellโ€™s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it canโ€™t be affected by this spell again until it finishes a long rest.

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

cause fear

1st-level necromancy (XGE-151)

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

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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. The creatures must be within 30 feet of each other when you target them.

ceremony

1st-level abjuration ® (XGE-151)

Casting time
1 hour
Range
Touch
Duration
Instantaneous
Components
V, S, M (25 gp worth of powdered silver, which the spell consumes)

You perform a special religious ceremony that is infused with magic. When you cast the spell, choose one of the following rites, the target of which must be within 10 feet of you throughout the casting.

Atonement
You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water
You touch one vial of water and cause it to become holy water.
Coming of Age
You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once.
Dedication
You touch one humanoid who wishes to be dedicated to your godโ€™s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once.
Funeral Rite
You touch one corpse, and for the next 7 days, the target canโ€™t become undead by any means short of a wish spell.
Wedding
You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.

chain lightning

6th-level evocation (PHB-221)

Casting time
1 action
Range
150 feet
Duration
Instantaneous
Components
V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.

A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one.

At higher levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.

chaos bolt

d8 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Poison
7 Psychic
8 Thunder

1st-level evocation (XGE-151)

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

You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attackโ€™s damage type, as shown on the table.

If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again.

A creature can be targeted only once by each casting of this spell.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, each target takes 1d6 extra damage of the type rolled for each slot level above 1st.

charm monster

4th-level enchantment (XGE-151)

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

You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

charm person

1st-level enchantment (PHB-221)

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

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

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. The creatures must be within 30 feet of each other when you target them.

chill touch

Cantrip necromancy (PHB-221)

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

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it canโ€™t regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

At higher levels: This cantripโ€™s damage scales with character level; 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

chromatic orb

1st-level evocation (PHB-221)

Casting time
1 action
Range
90 feet
Duration
Instantaneous
Components
V, S, M (a diamond worth at least 50 gp)

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

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.

circle of death

6th-level necromancy (PHB-221)

Casting time
1 action
Range
150 feet
Duration
Instantaneous
Components
V, S, M (the powder of a crushed black pearl worth at least 500 gp)

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic 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 increases by 2d6 for each slot level above 6th.

circle of power

5th-level abjuration (PHB-221)

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

Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throws against spells and other magical effects. Additionally, when an affected creature succeeds on a saving throw made against a spell or magical effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throws.

clairvoyance

3rd-level divination (PHB-222)

Casting time
10 minutes
Range
1 mile
Duration
Concentration, up to 10 minutes
Components
V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it canโ€™t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

clone

8th-level necromancy (PHB-222)

Casting time
1 hour
Range
Touch
Duration
Instantaneous
Components
V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled with water)

This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.

At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the originalโ€™s equipment. The original creatureโ€™s physical remains, if they still exist, become inert and canโ€™t thereafter be restored to life, since the creatureโ€™s soul is elsewhere.

cloud of daggers

2nd-level conjuration (PHB-222)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a sliver of glass)

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spellโ€™s area for the first time on a turn or starts its turn there.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

cloudkill

5th-level conjuration (PHB-222)

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

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spellโ€™s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or donโ€™t need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

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.

color spray

1st-level illusion (PHB-222)

Casting time
1 action
Range
Self (15-foot cone)
Duration
1 round
Components
V, S, M

A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that canโ€™t see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creatureโ€™s hit points from the total before moving on to the creature with the next lowest hit points. A creatureโ€™s hit points must be equal to or less than the remaining total for the creature to be affected.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

command

1st-level enchantment (PHB-223)

Casting time
1 action
Range
60 feet
Duration
1 round
Components
V

You speak a one-word command to a creature you can see within range.

The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesnโ€™t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target canโ€™t follow your command, the spell ends.

Approach
The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop
The target drops whatever it is holding and then ends its turn.
Flee
The target spends its turn moving away from you by the fastest available means.
Grovel
The target falls prone and then ends its turn.
Halt
The target doesnโ€™t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

commune

5th-level divination ๐Ÿ„ฌ (PHB-223)

Casting time
1 minute
Range
Self
Duration
1 minute
Components
V, S, M (incense and a vial of holy or unholy water

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings arenโ€™t necessarily omniscient, so you might receive โ€œunclearโ€ as an answer if a question pertains to information that lies beyond the deityโ€™s knowledge. In a case where a one-word answer could be misleading or contrary to the deityโ€™s interests, the DM might offer a short phrase as an answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

commune with city

5th-level divination ๐Ÿ„ฌ (UA:MM-5)

Casting time
1 minute
Range
Self
Duration
Instantaneous
Components
V, S

You briefly become one with the city and gain knowledge of the surrounding area. Above ground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • Terrain and bodies of water.
  • Prevalent buildings, plants, animals, or intelligent creatures.
  • Powerful (CR 1 or higher) celestials, fey, fiends, elementals, or undead.
  • Influences from other planes of existence.
  • Electrical currents, wireless signals, and active transit lines and tracks.

For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.

commune with nature

5th-level divination ๐Ÿ„ฌ (PHB-224)

Casting time
1 minute
Range
Self
Duration
Instantaneous
Components
V, S

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesnโ€™t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

compelled duel

1st-level enchantment (PHB-224)

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

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you; if it succeeds on this saving throw, this spell doesnโ€™t restrict the targetโ€™s movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

comprehend languages

1st-level divination ๐Ÿ„ฌ (PHB-224)

Casting time
1 action
Range
Self
Duration
1 hour
Components
V, S, M (a pinch of soot and salt)

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface of which the words are written. It takes about 1 minute to read one page of text.

This spell doesnโ€™t decode secret messages in a text or glyph, such as an arcane sigil, that isnโ€™t part of a written language.

compulsion

4th-level enchantment (PHB-224)

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

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it canโ€™t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isnโ€™t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.

cone of cold

5th-level evocation (PHB-224)

Casting time
1 action
Range
Self (60-foot cone)
Duration
Instantaneous
Components
V, S, M (a small crystal or glass cone)

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw.

A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozel statue until it thaws.

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.

confusion

4th-level enchantment (PHB-224)

Casting time
1 action
Range
90 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (three nut shells)

This spell assaults and twists creaturesโ€™ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target canโ€™t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesnโ€™t take an action this turn.
2โ€“6 The creature doesnโ€™t move or take actions this turn.
7โ€“8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9โ€“10 The creature can act and move normally.

At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

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

conjure animals

3rd-level conjuration (PHB-225)

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

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating ยฝ or lower
  • Eight beasts of challenge rating ยผ or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you donโ€™t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

conjure barlgura

4th-level conjuration (UA:BM-2)

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

You summon a barlgura that appears in an unoccupied space you can see within range. The barlgura disappears when it drops to 0 hit points or when the spell ends.

The barlgura is hostile to all non-demons. Roll initiative for the barlgura, which has its own turns. At the start of its turn, it moves toward and attacks the nearest non-demon it can perceive. If two or more creatures are equally near, it picks one at random. If it cannot see any potential enemies, the barlgura moves in a random direction in search of foes.

As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned barlgura cannot cross the circle or target anyone in it while the spell lasts.

conjure barrage

3rd-level conjuration (PHB-225)

Casting time
1 action
Range
Self (60-foot cone)
Duration
Instantaneous
Components
V, S, M (one piece of ammunition or a thrown weapon)

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

conjure celestial

7th-level conjuration (PHB-225)

Casting time
1 minute
Range
90 feet
Duration
Concentration, up to 1 hour
Components
V, S

You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends.

The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they donโ€™t violate its alignment. If you donโ€™t issue any commands to the celestial, it defends itself from hostile creatures but otherwise takes no actions.

At higher levels: When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.

conjure elemental

5th-level conjuration (PHB-225)

Casting time
1 minute
Range
90 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water)

You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earto elemental rises up from the ground. The elemental disappears when it drops to 0 hit points or when the spell ends.

The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you donโ€™t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesnโ€™t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental canโ€™t be dismissed by you, and it disappears 1 hour after you summoned it.

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.

conjure fey

6th-level conjuration (PHB-226)

Casting time
1 minute
Range
90 feet
Duration
Concentration, up to 1 hour
Components
V, S

You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends.

The fey creature is friendly to you and your companions for the duration. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they donโ€™t violate its alignment. If you donโ€™t issue any commands to the fey creature, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the fey creature doesnโ€™t disappear. Instead, you lose control of the fey creature, it becomes hostile toward you and your companions, and it might attack. An uncontrolled fey creature canโ€™t be dismissed by you, and it disappears 1 hour after you summoned it.

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

conjure hezrou

7th-level conjuration (UA:BM-2)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (food worth at least 100 gp, which the spell consumes)

You summon a hezrou that appears in an unoccupied space you can see within range. The hezrou disappears when it drops to 0 hit points or when the spell ends.

The hezrouโ€™s attitude depends on the value of the food used as a material component for this spell. Roll initiative for the hezrou, which has its own turns. At the start of the hezrouโ€™s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the foodโ€™s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the hezrou and have it obey you as long as you succeed on the Charisma check.

If the check fails, the spell no longer requires concentration and the demon is no longer under your control. The hezrou then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Abyss.

As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned hezrou cannot cross the circle or target anyone in it while the spell lasts.

conjure knowbot

4th-level conjuration ๐Ÿ›ˆ (UA:MM-5)

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

You touch a single computerized device or computer system to conjure a knowbotโ€”a partially sentient piece of software imprinted with vestiges of your own skills and computer abilities. For the duration of the spell, you can use a bonus action to have the knowbot execute a computer-related task that would normally require an action. The knowbot makes Intelligence ability checks using your ability score and proficiency bonuses (including your proficiency with hacking tools, if applicable).

You have a limited telepathic bond with the knowbot, out to a range of 500 feet from the device or system where the knowbot was conjured. If you move beyond this range, the knowbot disappears in 2d4 rounds, as if the duration of the spell had expired. Moving within range again immediately reestablishes the bond.

The knowbot is bound to the system in which it was created, and it stays there until it is dismissed or the spellโ€™s duration expires.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the spellโ€™s duration increases to 1 hour. Additionally, your telepathic bond with the knowbot is effective out to a range of 1,000 feet, and if you leave the range of the bond, the knowbot continues performing its last directed task until the spell expires.

conjure lesser demon

3rd-level conjuration (UA:BM-2)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)

You summon up to a total of eight manes or dretches that appear in unoccupied spaces you can see within range. A manes or dretch disappears when it drops to 0 hit points or when the spell ends.

The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability.

As part of casting the spell, you can scribe a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. The summoned demons cannot cross the circle or target anyone in it while the spell lasts. Using the material component in this manner consumes it.

At Higher Levels: When you cast this spell using a spell slot of 6th or 7th level, you summon sixteen demons. If you cast it using a spell slot of 8th or 9th level, you summon thirty-two demons.

conjure minor elementals

4th-level conjuration (PHB-226)

Casting time
1 minute
Range
90 feet
Duration
Concentration, up to 1 hour
Components
V, S

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

  • One elemental of challenge rating 2 or lower.
  • Two elementals of challenge rating 1 or lower.
  • Four elementals of challenge rating ยฝ or lower.
  • Eight elementals of challenge rating ยผ or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its owl turns. They obey any verbal commands that you issue to them (no action required by you). If you donโ€™t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creaturesโ€™ statistics.

At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

conjure shadow demon

4th-level conjuration (UA:BM-3)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (a vial of blood from an intelligent humanoid killed within the past 24 hours)

You summon a shadow demon that appears in an unoccupied space you can see within range. The shadow demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the shadow demon, which has its own turns. You can issue orders to the shadow demon, and it obeys you as long as it can attack a creature on each of its turns and does not start its turn in an area of bright light. If either of these conditions is not met, the shadow demon immediately makes a Charisma check contested by your Charisma check. If you fail the check, the spell no longer requires concentration and the demon is no longer under your control. The demon automatically succeeds on the check if it is more than 100 feet away from you.

As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned shadow demon cannot cross the circle or target anyone in it while the spell lasts.

conjure volley

5th-level conjuration (PHB-226)

Casting time
1 action
Range
150 feet
Duration
Instantaneous
Components
V, S, M (one piece of ammunition or one throwl weapon)

You fire a piece of nonmagical ammunition from a ranged weapon or throw a nonmagical weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon.

conjure vrock

5th-level conjuration (UA:BM-3)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (a gem worth at least 100 gp, which the spell consumes)

You summon a vrock that appears in an unoccupied space you can see within range. The vrock disappears when it drops to 0 hit points or when the spell ends.

The vrockโ€™s attitude depends on the value of the gem used as a material component for this spell. Roll initiative for the vrock, which has its own turns. At the start of the vrockโ€™s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the gemโ€™s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the vrock and have it obey you as long as you succeed on the Charisma check.

If the check fails, the spell no longer requires concentration and the vrock is no longer under your control. The vrock takes no actions on its next turn and uses its telepathy to tell any creature it can see that it will fight in exchange for treasure. The creature that gives the vrock the most expensive gem can command it for the next 1d6 rounds. At the end of that time, it offers the bargain again. If no one offers the vrock treasure before its next turn begins, it attacks the nearest creatures for 1d6 rounds before returning to the Abyss.

As part of casting the spell, you can scribe a circle on the ground using the blood of an intelligent humanoid slain within the past 24 hours. The circle is large enough to encompass your space. The summoned vrock cannot cross the circle or target anyone in it while the spell lasts.

conjure woodland beings

4th-level conjuration (PHB-226)

Casting time
1 action
Range
60 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (one holly berry per creature summoned)

You summon fey creatures that appear in unoccupied spaces that you can see within range.

Choose one of the following options for what appears:

  • One fey creature of challenge rating 2 or lower.
  • Two fey creatures of challenge rating 1 or lower.
  • Four fey creatures of challenge rating ยฝ or lower.
  • Eight fey creatures of challenge rating ยผ or lower.

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their owl turns. They obey any verbal commands that you issue to them (no action required by you). If you donโ€™t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creaturesโ€™ statistics.

At higher levels: When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot, and three times as many with an 8th-level slot.

contact other plane

5th-level divination ๐Ÿ„ฌ (PHB-226)

Casting time
1 minute
Range
Self
Duration
1 minute
Components
V

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you canโ€™t take actions, canโ€™t understand whag other creatures say, canโ€™t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as โ€œyesโ€, โ€œnoโ€, โ€œmaybeโ€, โ€œneverโ€, โ€œirrelevantโ€, or โ€œunclearโ€ (if the entity doesnโ€™t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

contagion

5th-level necromancy (PHB-227)

Casting time
1 action
Range
Touch
Duration
7 days
Components
V, S

Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, the target is poisoned

At the end of each of the poisoned targetโ€™s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the spell ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the spellโ€™s duration.

Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a diseaseโ€™s effects apply to it.

Blinding Sickness
Pain grips the creatureโ€™s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever
A raging fever sweeps through the creatureโ€™s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
Flesh Rot
The creatureโ€™s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage.
Mindfire
The creatureโ€™s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat.
Seizure
The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
Slimy Doom
The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn.

contingency

6th-level evocation (PHB-227)

Casting time
10 minutes
Range
Self
Duration
10 days
Components
V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp)

Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spellโ€”called the contingent spellโ€”as part of casting contingency, expending spell slots for both, but the contingent spell doesnโ€™t come into effect. Instead, it takes effect when a certain circumstance occurs. You describe that circumstance when you cast the two spells. For example, a contingency cast with water breathing might stipulate that water breathing comes into effect when you are engulfed in water or a similar liquid.

The contingent spell takes effect immediately after the circumstance is met for the first time, whether or not you want it to. and then contingency ends.

The contingent spell takes effect only on you, even if it can normally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect of another contingency spell on you ends. Also, contingency ends on you if its material component is ever not on your person.

continual flame

2nd-level evocation (PHB-227)

Casting time
1 action
Range
Touch
Duration
Until dispelled
Components
V, S, M (ruby dust worth 50 gp, which the spell consumes)

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesnโ€™t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

control flames

Cantrip transmutation (XGE-152 โ’บ)

Casting time
1 action
Range
60 feet
Duration
Instantaneous or 1 hour (see below)
Components
S

You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:

  • You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
  • You instantaneously extinguish the flames within the cube.
  • You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
  • You cause simple shapesโ€”such as the vague form of a creature, an inanimate object, or a locationโ€”to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three non-instantaneous effects created by it active at a time, and you can dismiss such an effect as an action.

control water

4th-level transmutation (PHB-228)

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

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Flood

You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spille over onto dry land.

If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the arew to the other and then crashes down. Any Huge or smaller vehicles in the waveโ€™s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.

The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.

Part Water

You cause water in the area to move apart and create a trench. The trench extends across the spellโ€™s area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.

Redirect Flow

You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spellโ€™s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.

Whirlpool

This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.

When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isnโ€™t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.

The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.

control weather

8th-level transmutation (PHB-228)

Casting time
10 minutes
Range
Self (5-mile radius)
Duration
Concentration, up to 8 hours
Components
V, S, M

You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you donโ€™t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 ร— 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Stage Precipitation
1 Clear
2 Light clouds
3 Overcast, or ground fog
4 Rain, hail, or snow
5 Torrential rain, driving hail, or blizzard
Stage Temperature
1 Unbearable heat
2 Hot
3 Warm
4 Cool
5 Cold
6 Arctic cold
Stage Wind
1 Calm
2 Moderate wind
3 Strong wind
4 Gale
5 Storm

control winds

5th-level transmutation (XGE-152 โ’บ)

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

You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spellโ€™s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one youโ€™ve halted.

Gusts
A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved.
Downdraft
You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone.
Updraft
You cause a sustained updraft within the cube, rising upward from the cubeโ€™s bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.

cordon of arrows

2nd-level transmutation (PHB-228)

Casting time
1 action
Range
5 feet
Duration
8 hours
Components
V, S, M (four or more arrows or bolts)

You plant four pieces of nonmagical ammunitionโ€”arrows or crossbow boltsโ€”in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turl there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

counterspell

3rd-level abjuration (PHB-228)

Casting time
Reaction (when you see a creature within 60 feet of you casting a spell)
Range
60 feet
Duration
Instantaneous
Components
S

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has nf effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spellโ€™s level. On a success, the creatureโ€™s spell fails and has no effect.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

create bonfire

Cantrip conjuration (XGE-152 โ’บ)

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

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfireโ€™s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfireโ€™s space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that arenโ€™t being worn or carried.

At higher levels: This cantripโ€™s damage scales with character level; 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

create food and water

3rd-level conjuration (PHB-229)

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

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesnโ€™t go bad.

create homunculus

6th-level transmutation (XGE-152)

Casting time
1 hour
Range
Touch
Duration
Instantaneous
Components
V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a jewel-encrusted dagger worth at least 1,000 gp)

While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 2d4 piercing damage that canโ€™t be reduced in any way. You then drip your blood on the spellโ€™s other components and touch them, transforming them into a special construct called a homunculus.

The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your Constitution modifier to it. Your hit point maximum is reduced by the total, and the homunculusโ€™s hit point maximum and current hit points are both increased by it. This process can reduce you to no lower than 1 hit point. and the change to your and the homunculusโ€™s hit points ends when you finish your next long rest. The reduction to your hit point maximum canโ€™t be removed by any means before then, except by the homunculusโ€™s death.

You can have only one homunculus at a time. If you cast this spell while your homunculus lives, the spell fails.

create or destroy water

1st-level transmutation (PHB-229)

Casting time
1 action
Range
30 feet
Duration
Instantaneous
Components
V, S, M (a drop of water if creating water or a few grains of sand if destroying it)

You either create or destroy water.

Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

create undead

6th-level necromancy (PHB-229)

Casting time
1 minute
Range
10 feet
Duration
Instantaneous
Components
V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control.

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, 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 general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

At higher levels: When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls.

When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights.

When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

creation

5th-level illusion (PHB-229)

Casting time
1 minute
Range
30 feet
Duration
Special
Components
V, S, M (a tiny piece of matter of the same type of the ite9 you plan to create

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the objectโ€™s material. If the object is composed of multiple materials, use the shortest duration.

Material Duration
Vegetable matter 1 day
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine or mithral 1 minute

Using any material created by this spell as another spellโ€™s material component causes that spell to fail.

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

crown of madness

2nd-level enchantment (PHB)

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

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.

While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

crown of stars

7th-level evocation (XGE-153)

Casting time
1 action
Range
Self
Duration
1 hour
Components
V, S

Seven star-like motes of light appear and orbit your head until the spell ends. You can use a bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged spell attack. On a hit. The target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote.

If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30โ€”foot radius.

At higher levels: When you cast this spell using a spell slot of 8th level or higher, the number of motes created increases by two for each slot level above 7th.

crusaderโ€™s mantle

3rd-level evocation (PHB)

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

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura movee with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hite with a weapon attack.

cure wounds

1st-level evocation (PHB)

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

A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.