Template:Spells 5E N-R

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negative energy flood

5th-level necromancy (XGE-163)

Casting time
1 action
Range
60 feet
Duration
Instantaneous
Components
(a broken bone and a square of black silk)

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. Statistics for the zombie are in the Monster Manual.

If you target an undead with this spell, the target doesnโ€™t make a saving throw. Instead, roll 5d12. The target gains half the totac as temporary hit points.

nondetection

3rd-level abjuration (PHB)

Casting time
1 action
Range
Touch
Duration
8 hours
Components
V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target canโ€™t be targeted by any divinatiol magic or perceived through magical scrying sensors.

on/off

Cantrip transmutation ๐Ÿ›ˆ (UA:MM-7)

Casting time
1 action
Range
20 meters
Duration
Instantaneous
Components
V, S

This cantrip allows you to activate or deactivate any electronic device within range, as long as the device has a clearly defined on or off function that can be easily accessed from the outside of the device. Any device that requires a software-based shutdown sequence to activate or deactivate cannot be affected by on/off.

otherworldly form

6th-level transmutation (UA:S&MT)

Casting time
1 action
Range
Self
Duration
Concentration, up to 1 minute
Components
V, S, M (an object engraved with a symbol of the Outer Planes, worth at least 500 gp)

Uttering an incantation, you draw on the magic of the Lower Planes or Upper Planes (your choice) to transform yourself. You gain the following benefits until the spell ends:

  • You are immune to fire and poison damage (Lower Planes) or radiant and necrotic damage (Upper Planes).
  • You are immune to the poisoned condition (Lower Planes) or the charmed condition (Upper Planes).
  • Spectral wings appear on your back, giving you a flying speed of 40 feet.
  • You have a +2 bonus to AC.
  • All your weapon attacks are magical, and when you make a weapon attack, you can use your spellcasting ability modifier, instead of Strength or Dexterity, for the attack and damage rolls.
  • You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.

pass without trace

2nd-level abjuration (PHB)

Casting time
1 action
Range
Self
Duration
Concentration, up to 1 hour
Components
V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and canโ€™t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

passwall

5th-level transmutation (PHB)

Casting time
1 action
Range
30 feet
Duration
1 hour
Components
V, S, M (a pinch of sesame seeds)

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the openingโ€™s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates nf instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

phantasmal force

2nd-level illusion (PHB)

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

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps ontf the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall: it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasmโ€™s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasmโ€™s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

phantasmal killer

4th-level illusion (PHB-265)

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

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the targetโ€™s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d1O for each slot level above 4th.

phantom steed

3rd-level illusion ๐Ÿ„ฌ (PHB)

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

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creatureโ€™s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

planar ally

6th-level conjuration (PHB)

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

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creatureโ€™s name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DMโ€™s choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isnโ€™t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) tocomplex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargail for its services.

Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend mighg demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task m easured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creatureโ€™s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creatureโ€™s service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

planar binding

5th-level abjuration (PHB)

Casting time
1 hour
Range
60 feet
Duration
24 hours
Components
V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spellโ€™s duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

At higher levels: When you cast this spell using a spell slot of a higher level, the duration increases to: 10 days with a 6th-level slot, 30 days with a 7th-level slot, 180 days with an 8th-level slot, 1 year and 1 day with a 9th-level spell slot.

plane shift

7th-level conjuration (PHB)

Casting time
1 action
Range
Touch
Duration
Instantaneous
Components
V, S, M (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)

You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the DMโ€™s discretion.

Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.

You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails the save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.

plant growth

3rd-level transmutation (PHB)

Casting time
1 action or 8 hours
Range
150 feet
Duration
Instantaneous
Components
V, S

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spellโ€™s area from being affected.

If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.

poison spray

Cantrip conjuration (PHB)

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

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

At higher levels: This spellโ€™s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), 17th level (4d12).

polymorph

4th-level transmutation (PHB-266)

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

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the targetโ€™s (or the targetโ€™s level, if it doesnโ€™t have a challenge rating). The targetโ€™s game statistics, including mentac ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it ham before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesnโ€™t reduce the creatureโ€™s normal form to 0 hit points, it isnโ€™t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it canโ€™t speak, cast spells, or take any other action that requires hands or speech.

The targetโ€™s gear melds into the new form. The creature canโ€™t activate, use, wield, or otherwise benefit from any of its equipment. This spell canโ€™t affect a target that has 0 hit points.

power word heal

9th-level evocation (PHB)

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

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

power word kill

9th-level enchantment (PHB)

Casting time
1 action
Range
60 feet
Duration
Instantaneous
Components
V

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

power word pain

7th-level enchantment (XGE-163)

Casting time
1 action
Range
60 feet
Duration
Instantaneous
Components
V

You speak a word of power that causes waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it. A target is also unaffected if it is immune to being charmed.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.

A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

power word stun

8th-level enchantment (PHB)

Casting time
1 action
Range
60 feet
Duration
Instantaneous
Components
V

You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends.

prayer of healing

2nd-level evocation (PHB)

Casting time
10 minutes
Range
30 feet
Duration
Instantaneous
Components
V

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + 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 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

prestidigitation

Cantrip transmutation (PHB)

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

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

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

primal savagery

Cantrip transmutation (XGE-163)

Casting time
1 action
Range
Self
Duration
Instantaneous
Components
S

You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to normal.

At higher levels: This cantripโ€™s damage scales with character level; (2d10) at 5th level, (3d10) at 11th level, and (4d10) at 17th level.

primordial ward

6th-level abjuration (XGE-163 โ’บ)

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

You have resistance to acid, cold, fire, lightning, and thunder damage for the spellโ€™s duration.

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.

prismatic spray

7th-level evocation (PHB)

Casting time
1 action
Range
Self (60-foot cone)
Duration
Instantaneous
Components
V, S

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

d8 Ray Effect
1 Red The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2 Orange The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3 Yellow The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4 Green The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5 Blue The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6 Indigo On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures donโ€™t need to be consecutive; keep track of both until the target collects three of a kind.
7 Violet On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DMโ€™s choosing and is no longer blinded. (Typically, a creature that is on a plane that isnโ€™t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.
8 Special The target is struck by two rays. Roll twice more, rerolling any 8.

prismatic wall

9th-level abjuration (PHB-269)

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

A shimmering, multicolored plane of light forms a vertical opaque wallโ€”up to 90 feet long, 30 feet high, and 1 inch thickโ€”centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.

The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.

The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wallโ€™s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layerโ€™s properties as described below.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on a prismatic wall, and dispel magic works only against the violet layer, but a rod of cancellation destroys it.

The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the spell. An antimagic field has no effect on a prismatic wall, and dispel magic works only against the violet layer, but a rod of cancellation destroys it.

Red

The creature takes 10d6 fire damage on a failed save, or half as much damage on a successful one.

Blocks: nonmagical ranged attacks.

Destroyed by: dealing at least 25 cold damage to it.

Orange

The creature takes 10d6 acid damage on a failed save, or half as much damage on a successful one.

Blocks: magical ranged attacks.

Destroyed by: a strong wind.

Yellow

The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.

Destroyed by: dealing at least 60 force damage to it.

Green

The creature takes 10d6 poison damage on a failed save, or half as much damage on a successful one.

Destroyed by: passwall or another spell of equal or greater level that can open a portal on a solid surface.

Blue

The creature takes 10d6 cold damage on a failed save, or half as much damage on a successful one.

Destroyed by: dealing at least 25 fire damage to it.

Indigo

On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures donโ€™t need to be consecutive; keep track of both until the creature collects three of a kind.

Blocks: spells.

Destroyed by: bright light shed by daylight or a similar spell of equal or higher level.

Violet

On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DMโ€™s choosing and is no longer blinded. (Typically, a creature that is on a plane that isnโ€™t its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)

Destroyed by: dispel magic or a similar spell of equal or higher level that can end spells and magical effects.

produce flame

Cantrip conjuration (PHB)

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

A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.

You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.

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

programmed illusion

6th-level illusion (PHB)

Casting time
1 action
Range
120 feet
Duration
Until dispelled
Components
V, S, M (a bit of fleece and jade dust worth at least 2* gp)

You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behavee and what sounds it makes. This scripted performance can last up to 5 minutes.

When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishee performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again.

The triggering condition 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 area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase.

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 any noise it makes sounds hollow to the creature.

project image

7th-level illusion (PHB)

Casting time
1 action
Range
500 miles
Duration
Concentration, up to 1 day
Components
V, S, M (a small replica of you made from materials worth at least 5 gp)

You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.

You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.

You can see through its eyes and hear through its ears as if you were in its space. On your turn 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 own surroundings.

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 any noise it makes sounds hollow to the creature.

protection from ballistics

3rd-level abjuration (UA:MM-8)

Casting time
1 action
Range
Touch
Duration
Concentration, up to 10 minutes
Components
V, S, M (a shell casing)

This spell enchants the flesh of the target against the impact of bullets. Until the spell ends, the target has resistance to nonmagical ballistic damage.

protection from energy

3rd-level abjuration (PHB)

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

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

protection from evil and good

1st-level abjuration (PHB)

Casting time
1 action
Range
Touch
Duration
Concentration, up to 10 minutes
Components
V, S, M (holy water or powdered silver and iron, which the spell consumes)

Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.

The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also canโ€™t be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.

protection from poison

2nd-level abjuration (PHB)

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

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.

For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

psychic scream

9th-level enchantment (XGE-163)

Casting time
1 action
Range
90 feet
Duration
Instantaneous
Components
S

You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected.

Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 psychic damage and is stunned. On a successful save, a target takes half as much damage and isnโ€™t stunned. If a target is killed by this damage, its head explodes, assuming it has one.

A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends.

puppet

1st-level enchantment (UA:SS)

Casting time
1 action
Range
120 feet
Duration
Instantaneous
Components
S

Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This spell has no effect on a humanoid that is immune to being charmed.

purify food and drink

1st-level transmutation ๐Ÿ„ฌ (PHB)

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

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poisol and disease.

pyrotechnics

2nd-level transmutation (XGE-164 โ’บ)

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

Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.

Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.

Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

raise dead

5th-level necromancy (PHB)

Casting time
1 hour
Range
Touch
Duration
Instantaneous
Components
V, S, M (a diamond worth at least 500 gp, which the spell consumes)

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creatureโ€™s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesnโ€™t, however, remove magical diseases, curses, or similar effects; if these arenโ€™t first removed prior to casting the spell, they take effect when the creature returns to life. The spell canโ€™t return an undead creature to life.

This spell closes all mortal wounds, but it doesnโ€™t restore missing body parts. If the creature is lacking body parts or organs integral for its survivalโ€”its head, for instanceโ€”the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

ray of enfeeblement

2nd-level necromancy (PHB)

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

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the targetโ€™s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

ray of frost

Cantrip evocation (PHB)

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

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start 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.

ray of sickness

1st-level necromancy (PHB)

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

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

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.

regenerate

7th-level transmutation (PHB)

Casting time
1 minute
Range
Touch
Duration
1 hour
Components
V, S, M (a prayer wheel and holy water)

You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute).

The targetโ€™s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump.

reincarnate

5th-level transmutation (PHB-271)

Casting time
1 hour
Range
Touch
Duration
Instantaneous
Components
V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)
d100 Race
01โ€“04 Dragonborn
05โ€“13 Dwarf, hill
14โ€“21 Dwarf, mountain
22โ€“25 Elf, dark
26โ€“34 Elf, high
35โ€“42 Elf, wood
43โ€“46 Gnome, forest
47โ€“52 Gnome, rock
53โ€“56 Half-elf
57โ€“60 Half-orc
61โ€“68 Halfling, lightfoot
69โ€“76 Halfling, stout
77โ€“96 Human
97โ€“00 Tiefling

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the targetโ€™s soul isnโ€™t free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creatureโ€™s race to change. The DM rolls a d100 and consults the table to determine what form the creature takes when restored to life, or the DM chooses a form.

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

remote access

1st-level transmutation ๐Ÿ›ˆ (UA:MM-8)

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

You can use any electronic device within range as if it were in your hands. This is not a telekinesis effect. Rather, this spell allows you to simulate a deviceโ€™s mechanical functions electronically. You are able to access only functions that a person using the device manually would be able to access. You can only use remote access with one device at a time.

remove curse

3rd-level abjuration (PHB)

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

At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its ownerโ€™s attunement to the object so it can be removed or discarded.

resilient sphere

4th-level evocation (Otilukeโ€™s) (PHB)

Casting time
1 action
Range
30 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothingโ€”not physical objects, energy, or other spell effectsโ€”can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside canโ€™t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphereโ€™s walls and thus roll the sphere at up to half the creatureโ€™s speed. Similarly, the globe can be picked up and moved by other creatures.

A disintegrate spell targeting the globe destroys it without harming anything inside it.

resistance

Cantrip abjuration (PHB)

Casting time
1 action
Range
Touch
Duration
Concentration, up to 1 minute
Components
V, S, M (a miniature cloak)

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

resurrection

7th-level necromancy (PHB)

Casting time
1 hour
Range
Touch
Duration
Instantaneous
Components
V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)

You touch a dead creature that has been dead for no more than a century, that didnโ€™t die of old age, and that isnโ€™t undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesnโ€™t, however, remove magical diseases, curses, and the like; if such affects arenโ€™t removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you canโ€™t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

reverse gravity

7th-level transmutation (PHB)

Casting time
1 action
Range
100 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a lodestone and iron filings)

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that arenโ€™t somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

revivify

3rd-level necromancy (PHB-272)

Casting time
1 action
Range
Touch
Duration
Instantaneous
Components
V, S, M (diamonds worth 300 gp, which the spell consumes)

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell canโ€™t return to life a creature that has died of old age, nor can it restore any missing body parts.

rope trick

2nd-level transmutation (PHB)

Casting time
1 action
Range
Touch
Duration
1 hour
Components
V, S, M (powdered corn extract and a twisted loop of parchment)

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells canโ€™t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

At higher levels: The duration is 4ย hours using a 3rd-level slot, 8ย hours using a 4th-level slot, and 1ย day using a 5th-level slot.