Template:Spells 5E L-M
Contents
- 1 legend lore
- 2 lesser restoration
- 3 levitate
- 4 life transference
- 5 light
- 6 lightning arrow
- 7 lightning bolt
- 8 lightning lure
- 9 locate animals or plants
- 10 locate creature
- 11 locate object
- 12 longstrider
- 13 maddening darkness
- 14 maelstrom
- 15 mage armor
- 16 mage hand
- 17 mageโs faithful hound
- 18 mageโs private sanctum
- 19 mageโs sword
- 20 magic aura
- 21 magic circle
- 22 magic jar
- 23 magic missile
- 24 magic mouth
- 25 magic stone
- 26 magic weapon
- 27 magnificent mansion
- 28 major image
- 29 mass cure wounds
- 30 mass heal
- 31 mass healing word
- 32 mass polymorph
- 33 mass suggestion
- 34 maze
- 35 meld into stone
- 36 mending
- 37 mental prison
- 38 message
- 39 meteor swarm
- 40 mighty fortress
- 41 mind blank
- 42 mind spike
- 43 minor illusion
- 44 minute meteors
- 45 mirage arcane
- 46 mirror image
- 47 mislead
- 48 misty step
- 49 modify memory
- 50 mold earth
- 51 moonbeam
- 52 move earth
legend lore
5th-level divination (PHB)
- Casting time
- 10 minutes
- Range
- Self
- Duration
- Instantaneous
- Components
- V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each)
Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isnโt of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips.
lesser restoration
2nd-level abjuration (PHB)
- Casting time
- 1 action
- Range
- Touch
- Duration
- Instantaneous
- Components
- V, S
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
levitate
2nd-level transmutation (PHB-255)
- Casting time
- 1 action
- Range
- 60 feet
- Duration
- Concentration, up to 10 minutes
- Components
- V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end)
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to moveas if it were climbing. You can change the targetโs altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spellโs range.
When the spell ends, the target floats gently to the ground if it is still aloft.
life transference
3rd-level necromancy (XGE-160)
- Casting time
- 1 action
- Range
- 30 feet
- Duration
- Instantaneous
- Components
- V, S
You sacrifice some of your health to mend another creatureโs injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
light
Cantrip evocation (PHB)
- Casting time
- 1 action
- Range
- Touch
- Duration
- 1 hour
- Components
- V, M (a firefly or phosphorescent moss)
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and di9 light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.
If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
lightning arrow
3rd-level transmutation (PHB)
- Casting time
- 1 bonus action
- Range
- Self
- Duration
- Concentration, up to 1 minute
- Components
- V, S
The next time you make a ranged weapon attack during the spellโs duration, the weaponโs ammunition, or the weapon itself if itโs a throwl weapon, transforms into a bolt of lightning. Make the attack roll as normal, The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weaponโs normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2dR lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
lightning bolt
3rd-level evocation (PHB)
- Casting time
- 1 action
- Range
- Self (100-foot line)
- Duration
- Instantaneous
- Components
- V, S, M (a bit of fur and a rod of amber, crystal, or glass)
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that arenโt being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
lightning lure
Cantrip evocation (SCAG-143)
- Casting time
- 1 action
- Range
- 15 feet
- Duration
- Instantaneous
- Components
- V
You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At higher levels: This cantripโs damage scales with character level; 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
locate animals or plants
2nd-level divination ๐ฌ (PHB)
- Casting time
- 1 action
- Range
- Self
- Duration
- Instantaneous
- Components
- V, S, M (a bit of fur from a bloodhound)
Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
locate creature
4th-level divination (PHB)
- Casting time
- 1 action
- Range
- Self
- Duration
- Concentration, up to 1 hour
- Components
- V, S, M (a bit of fur from a bloodhound)
Describe or name a creature that is familiar to you. You sense the direction to the creatureโs location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up closeโwithin 30 feetโat least once. If the creature you described or named is in a different form, such as being unfer the effects of a polymorph spell, this spell doesnโt locate the creature.
This spell canโt locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.
locate object
2nd-level divination (PHB)
- Casting time
- 1 action
- Range
- Self
- Duration
- Concentration, up to 10 minutes
- Components
- V, S, M (a forked twig)
Describe or name an object that is familiar to you. You sense the direction to the objectโs location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up closeโwithin 30 feetโat least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell canโt locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.
longstrider
1st-level transmutation (PHB)
- Casting time
- 1 action
- Range
- Touch
- Duration
- 1 hour
- Components
- V, S, M (a pinch of dirt)
You touch a creature. The targetโs speed increases by 10 feet until the spell ends.
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.
maddening darkness
8th-level evocation (XGE-160)
- Casting time
- 1 action
- Range
- 150 feet
- Duration
- Concentration, up to 10 minutes
- Components
- V, M (a drop of pitch mixed with a drop of mercury)
Magical darkness spreads from a point you choose within range to fill a 60โfootโradius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision canโt see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, canโt illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
maelstrom
5th-level evocation (XGE-160 โบ)
- Casting time
- 1 action
- Range
- 120 feet
- Duration
- Concentration, up to 1 minute
- Components
- V, S, M (paper or leaf in the shape of a funnel)
A mass of 5-foot-deep water appears and swirls in a 30-foot radius centered on a point you can see within range. The point must be on ground or in a body of water. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center.
mage armor
1st-level abjuration (PHB)
- Casting time
- 1 action
- Range
- Touch
- Duration
- 8 hours
- Components
- V, S, M (a piece of cured leather)
You touch a willing creature who isnโt wearing armor, and a protective magical force surrounds it until the spell ends. The targetโs base Av becomes 13 + its Dexterity modifier. The spell ends it if the target dons armor or if you dismiss the spell as an action.
mage hand
Cantrip conjuration (PHB)
- Casting time
- 1 action
- Range
- 30 feet
- Duration
- 1 minute
- Components
- V, S
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrievean item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand canโt attack, activate magical items, or carry more than 10 pounds.
mageโs faithful hound
4th-level conjuration (Mordenkainenโs) (PHB)
- Casting time
- 1 action
- Range
- 30 feet
- Duration
- 8 hours
- Components
- V, S, M (a tiny silver whistle, a piece of bone, and a thread)
You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and canโt be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The houndโs attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
mageโs private sanctum
4th-level abjuration (Mordenkainenโs) (PHB)
- Casting time
- 10 minutes
- Range
- 120 feet
- Duration
- 24 hours
- Components
- V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
- Sound canโt pass through the barrier at the edge of the warded area.
- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
- Sensors created by divination spells canโt appear inside the protected area or pass through the barrier at its perimeter.
- Creatures in the area canโt be targeted by divination spells.
- Nothing can teleport into or out of the warded area.
- Planar travel is blocked within the warded area.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, you can increase the size or duration of the cube for each slot level beyond 4th. Either by 100 feet for each slot level beyond 4th, or up to 2 days (+1 spell-level), 4 days (+2 spell-levels), or 1 week (+3 spell-levels) Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level, or a 300 foot cube with a 2 day duration using a spell slot of 7th level, etc.
Permanency: Casting this spell on the same spot often enough to have no lapse in protection for a year makes this effect permanent.
mageโs sword
7th-level evocation (Mordenkainenโs) (PHB)
- Casting time
- 1 action
- Range
- 60 feet
- Duration
- Concentration, up to 1 minute
- Components
- V, S, M (a miniature platinum sworm with a grip and pommel of copper and zinc, worth 250 gp)
You create a sword-shaped plane of force that hovers within range. It lasts for the duration.
When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit. The target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one.
magic aura
2nd-level illusion (Nystulโs) (PHB)
- Casting time
- 1 action
- Range
- Touch
- Duration
- 24 hours
- Components
- V, S, M (a small square of silk)
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isnโt being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura
You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the objectโs magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mas8
You change the way the target appears to spells and magical effects that detect creature types, such as a paladinโs Divine Sense or the triggerof a sym bol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
magic circle
3rd-level abjuration (PHB)
- Casting time
- 1 minute
- Range
- 10 feet
- Duration
- 1 hour
- Components
- V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell consumes)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.
Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosel
type in the following ways:
- The creature canโt willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, ig
must first succeed on a Charisma saving throw.
- The creature has disadvantage on attack rolls against targets within the cylinder.
- Targets within the cylinder canโt be charmed, frightened, or possessed by the creature.
When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from
leaving the cylinder and protecting targets outside it.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the duration increases by 1 hour for each slot level above 3rd.
magic jar
6th-level necromancy (PHB)
- Casting time
- 1 minute
- Range
- Self
- Duration
- Until dispelled
- Components
- V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least 500 gp)
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spellโs material component. While your soulinhabits the container, you are aware of your surroundings as if you were in the containerโs space. You canโt move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoids body.
You can attempt to possess any humanoid within 100 feet of you that you can see (creatures warded by a protection from evil and good or magic circle spells canโt be possessed). The target must make a Charisma saving throw. On a failure, your soul moves into the targetโs body, and the targetโs soul becomes trapped in the container. On a success, the target resists your efforts to possess it, and you canโt attempt to possese it again for 24 hours.
Once you possess a creatureโs body, you control it. Your game statistics are replaced by the statistics of the creature though you retain your alignment and your Intelligence, Wisom, and Charisma scores. You retain the benefit of your own class feature. If the target has any class levels, you canโt use any of its class features.
Meanwhile, the possessed creatureโs soul can perceive from the container using its own senses, but it canโt move or take actions at all.
While possessing a body, you can use your action to return from the host body to the container if it is within 100 feet of you, returning the host creatureโs soul to its body. If the host body dies while youโre in it, the creature dies, and you must make a Charisma saving throw against your own spellcasting DC. On a success, you return to the container if it is within 100 feet of you. Otherwise, you die.
If the container is destroyed or the spell ends, your soul immediately returns to your body. If your body is more than 100 feet away from you, or if your body is dead when you attempt to return to it, you die. If another creatureโs soul is in the container when it is destroyed, the creatureโs soul returns to its body if the body is alive and within 100 feet. Otherwise, that creature dies.
When the spell ends, the container is destroyed.
magic missile
1st-level evocation (PHB)
- Casting time
- 1 action
- Range
- 120 feet
- Duration
- Instantaneous
- Components
- V, S
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
magic mouth
2nd-level illusion ๐ฌ (PHB)
- Casting time
- 1 minute
- Range
- 30 feet
- Duration
- Until dispelled
- Components
- V, S, M (a small bit of honeycome and jade dust worto at least 10 gp, which the spell consumes)
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isnโt being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouto appears there so that words appear to come from the objectโs mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
magic stone
Cantrip transmutation (XGE-160 โบ)
- Casting time
- 1 bonus action
- Range
- Touch
- Duration
- 1 minute
- Components
- V, S
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your spellcasting ability modifier, not the attackerโs, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell then ends on the stone.
If you cast this spell again, the spell ends on any pebbles still affected by your previous casting.
magic weapon
2nd-level transmutation (PHB)
- Casting time
- 1 bonus action
- Range
- Touch
- Duration
- Concentration, up to 1 hour
- Components
- V, S
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
magnificent mansion
7th-level conjuration (Mordenkainenโs) (PHB)
- Casting time
- 1 minute
- Range
- 300 feet
- Duration
- 24 hours
- Components
- V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp)
You conjure an extradimensional dwelling in range that lasts for the duration.
You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space canโt exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they canโt attack or take any action that would directly har9 another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can gf anywhere in the mansion but canโt leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance.
major image
3rd-level illusion (PHB)
- Casting time
- 1 action
- Range
- 120 feet
- Duration
- Concentration, up to 10 minutes
- Components
- V, S, M (a bit of fleece)
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You canโt create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyteโs stench).
As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.
mass cure wounds
5th-level evocation (PHB-258)
- Casting time
- 1 action
- Range
- 60 feet
- Duration
- Instantaneous
- Components
- V, S
A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + 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 6th level or higher, the healing increases by 1d8 for each slot level above 5th.
mass heal
9th-level evocation (PHB-258)
- Casting time
- 1 action
- Range
- 60 feet
- Duration
- Instantaneous
- Components
- V, S
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
mass healing word
3rd-level evocation (PHB)
- Casting time
- 1 bonus action
- Range
- 60 feet
- Duration
- Instantaneous
- Components
- V
As you call out words of restoration, up to six creatures of your choice that you can see within range regain 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 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
mass polymorph
9th-level transmutation (XGE-161)
- Casting time
- 1 action
- Range
- 120 feet
- Duration
- Concentration, up to 1 hour
- Components
- V, S, M (a caterpillar cocoon)
You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice, and you can choose the same form or different ones for each target. The new form can be any beast you have seen whose challenge rating is equal to or less than the targetโs (or half the targetโs level, if the target doesnโt have a challenge rating). The targetโs game statistics, including mental ability scores, are replaced by the statistics of the chosen beast, but the target retains its hit points, alignment, and personality.
Each target gains a number of temporary hit points equal to the hit points of its new form. These temporary hit points canโt be replaced by temporary hit points from another source. A target reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends before then, the creature loses all its temporary hit points and reverts to its normal form.
The creature is limited in the actions it can perform by the nature of its new form. It canโt speak, cast spells, or do anything else that requires hands or speech.
The targetโs gear melds into the new form. The target canโt activate, use, wield, or otherwise benefit from any of its equipment.
mass suggestion
6th-level enchantment (PHB)
- Casting time
- 1 action
- Range
- 60 feet
- Duration
- 24 hours
- Components
- V, M (a snakeโs tongue and either a bit of honeycome or a drop of sweet oil)
You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that canโt be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of actiol sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful acg automatically negates the effect of the spell.
Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isnโt met before the spell ends, the activity isnโt performed.
If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.
At higher levels: When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.
maze
8th-level conjuration (PHB)
- Casting time
- 1 action
- Range
- 60 feet
- Duration
- Concentration, up to 10 minutes
- Components
- V, S
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapee the maze.
The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds).
When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
meld into stone
3rd-level transmutation ๐ฌ (PHB)
- Casting time
- 1 action
- Range
- Touch
- Duration
- 8 hours
- Components
- V, S
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you canโt see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise canโt move.
Minor physical damage to the stone doesnโt harm you, but its partial destruction or a change in its shape (to the extent that you no longer fig within it) expels you and deals 6d6 bludgeoning damage to you. The stoneโs complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
mending
Cantrip transmutation (PHB)
- Casting time
- 1 minute
- Range
- Touch
- Duration
- Instantaneous
- Components
- V, S, M (two lodestones)
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell canโt restore magic to such an object.
mental prison
6th-level illusion (XGE-161)
- Casting time
- 1 action
- Range
- 60 feet
- Duration
- Concentration, up to 1 minute
- Components
- S
You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the targetโs space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target canโt see or hear anything beyond it and is restrained for the spellโs duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends.
message
Cantrip transmutation (PHB)
- Casting time
- 1 action
- Range
- 120 feet
- Duration
- 1 round
- Components
- V, S, M (a short piece of copper wire)
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesnโt have to follow a straight line and can travel freely around corners or through openings.
meteor swarm
9th-level evocation (PHB)
- Casting time
- 1 action
- Range
- 1 mile
- Duration
- Instantaneous
- Components
- V, S
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.
The spell damages objects in the area and ignites flammable objects that arenโt being worn or carried.
mighty fortress
8th-level conjuration (XGE-161)
- Casting time
- 1 minute
- Casting time
- 1 minute
- Range
- 1 mile
- Duration
- 1 week
- Components
- V, S, M (a diamond worth at least 500 gp, which the spell consumes)
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortressโs outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-higo ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.
The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DMโs discretion.
After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Permanency: Casting this spell on the same spot often enough to have no lapse in its existence for a year makes the fortress permanent.
mind blank
8th-level abjuration (PHB)
- Casting time
- 1 action
- Range
- Touch
- Duration
- 24 hours
- Components
- V, S
Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the targetโs mind or to gain information about the target.
mind spike
2nd-level divination (XGE-162)
- Casting time
- 1 action
- Range
- 60 feet
- Duration
- Concentration, up to 1 hour
- Components
- S
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the targetโs location until the spell ends, bug only while the two of you are on the same plane of existence. While you have this knowledge, the target canโt become hidden from you, and if itโs invisible, it gains no benefit from that condition against you.
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.
minor illusion
Cantrip illusion (PHB)
- Casting time
- 1 action
- Range
- 30 feet
- Duration
- 1 minute
- Components
- S, M (a bit of fleece)
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone elseโs voice, a lionโs roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object, such as a chair, muddy footprints, or a small chest it must be no larger than a 5-foot cube. The image canโt create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
minute meteors
3rd-level evocation (Melfโs) (XGE-161 โบ)
- Casting time
- 1 action
- Range
- Self
- Duration
- Concentration, up to 10 minutes
- Components
- V, S, M (niter, sulfur, and pine tar formed into a bead)
You create six tiny meteors in your space. They float in the air and orbit you for the spellโs duration. When you cast the spellโand as a bonus action on each of your turns thereafterโyou can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 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 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.
mirage arcane
7th-level illusion (PHB)
- Casting time
- 10 minutes
- Range
- Sight
- Duration
- 10 days
- Components
- V, S
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrainโs general shape remains the same, however. Open fields or a road could 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.
Similarly, you can alter the appearance of structures, or add them where none are present. The spell doesnโt disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the spellโs area disappears immediately.
Creatures with truesight can see through the illusion to the terrainโs true form however, all other elements of the illusion remain, so while the creature is aware of the illusionโs presence, the creature can still physically interact with the illusion.
mirror image
2nd-level illusion (PHB)
- Casting time
- 1 action
- Range
- Self
- Duration
- 1 minute
- Components
- V, S
Three illusory duplicates of yourself appear in your space.
Until the spell ends, the duplicates move with you and mimic your actions, shifting position so itโs impossible to track which image is real. You cal
use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spellโs duration, roll a d20 to determine whether the attack instead targets one op
your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attackโs target to a duplicate. With two duplicates, you must roll an 8 oj
higher. With one duplicate, you must roll an 11 or higher.
A duplicateโs AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed onl;
by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it canโt see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as falsex
as with truesight.
mislead
5th-level illusion (PHB)
- Casting time
- 1 action
- Range
- Self
- Duration
- Concentration, up to 1 hour
- Components
- S
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your owl surroundings.
misty step
2nd-level conjuration (PHB)
- Casting time
- 1 bonus action
- Range
- Self
- Duration
- Instantaneous
- Components
- V
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
modify memory
5th-level enchantment (PHB)
- Casting time
- 1 action
- Range
- 30 feet
- Duration
- Concentration, up to 1 minute
- Components
- V, S
You attempt to reshape another creatureโs memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the targetโs memories are modified.
While this charm lasts, you can affect the targetโs memory of an event that it experienced within the last 24 hours and that lasted no more than10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creatureโs memory isnโt altered. Otherwise, the modified memories take hold when the spell ends.
A modified memory doesnโt necessarily affect how a creature behaves, particularly if the memory contradicts the creatureโs natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.
A Template:D53 or Template:D53 spell cast on the target restores the creatureโs true memory.
At higher levels: If you cast this spell using a spell slot of 6th level or higher, you can alter the targetโs memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creatureโs past (9th level).
mold earth
Cantrip transmutation (XGE-163 โบ)
- Casting time
- 1 action
- Range
- 30 feet
- Duration
- Instantaneous or 1 hour
- Components
- S
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesnโt have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
moonbeam
2nd-level evocation (PHB-261)
- Casting time
- 1 action
- Range
- 120 feet
- Duration
- Concentration, up to 1 minute
- Components
- V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spellโs area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and canโt assume a different form until it leaves the spellโs light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
move earth
6th-level transmutation (PHB)
- Casting time
- 1 action
- Range
- 120 feet
- Duration
- Concentration, up to 2 hours
- Components
- V, S, M (an iron blade and a small bat containing a mixture of soilsโclay, loam, and sand)
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the areaโs elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes canโt exceed half the areaโs largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the squareโs elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete.
At the end of every 10 minutes you spend concentrating on the spell, you can choose a new area of terrain to affect.
Because the terrainโs transformation occurs slowly, creatures in the area canโt usually be trapped or injured by the groundโs movement.
This spell canโt manipulate natural stone or stone construction. Rocks and structures shift to accommodate the new terrain. If the way you shape the terrain would make a structure unstable, it might collapse.
Similarly, this spell doesnโt directly affect plant growth. The moved earth carries any plants along with it.