Template:Spells 5E S-S

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sacred flame

Cantrip evocation (PHB)

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

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1dR radiant damage. The target gains no benefit from cover for this saving throw.

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

sanctuary

1st-level abjuration (PHB-273)

Casting time
1 bonus action
Range
30 feet
Duration
1 minute
Components
V, S, M (a small silver mirror)

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

scatter

6th-level conjuration (XGE-164)

Casting time
1 action
Range
30 feet
Duration
Instantaneous
Components
V

The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom savingthrow to resist this spell. You teleport each affected target to an unoccupied space that you can see within 120 feet of you. That space must be on the ground or on a floor.

scorcher

2nd-level evocation (Aganazzar’s) (XGE-150 Ⓔ)

Casting time
1 action
Range
30 feet
Duration
Instantaneous
Components
V, S, M (a red dragon’s scale)

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 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 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

scorching ray

2nd-level evocation (PHB)

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

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

scrying

5th-level divination (PHB-273)

Casting time
10 minutes
Range
Self
Duration
Concentration, up to 10 minutes
Components
V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)

You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

Knowledge Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) −5
Connection Save Modifier
Likeness or picture −2
Possession or garment −4
Body part, lock of hair, bit of nail, or the like −10

On a successful save, the target isn’t affected, and you can’t use this spell against it again for 24 hours.

On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.

Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn’t move.

searing smite

1st-level evocation (PHB)

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

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensitity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames.

At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spells ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effecg douses the flames (such as the target being submerged in water), the spell ends.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

searing song

4th-level evocation (PfF) (CTS)

Casting Time
1 action
Range
Special
Duration
Instantaneous
Components
V

You sing a song of destruction. This can have one of two different effects; choose when you cast the spell:

  • Shouted Song. You shout the song. It forms a line of solid air aimed at one target within 60 feet. That creature may make a Dexterity saving throw. It takes 4d10 bludgeoning damage on a failed saving throw, or half as much damage on a successful one.
  • Whispered Vibrations. You touch a creature, and the song’s vibrations melt the creature’s flesh. You use your spell attack modifier to hit. On a hit, this inflicts 5d10 acid damage.

Although this is a song, deafness does not protect against it.

secret chest

4th-level conjuration (Leomund’s) (PHB)

Casting time
1 action
Range
Touch
Duration
Instantaneous
Components
V, S, M (an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp)

You hide a chest, and all its contents, on the Ethereal Plane.

You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).

While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied spaceon the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.

After 60 days, there is a cumulative 5 percent chance per day that the spell’s effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

see invisibility

2nd-level divination (PHB)

Casting time
1 action
Range
Self
Duration
1 hour
Components
V, S, M (a pinch of talc and a small sprinkling of powdered silver)

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

seeming

5th-level illusion (PHB)

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

This spell allows you to change the appearance of any number of creatures that you can see within range.

You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physicial appearances as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorteror taller and appear thin, fat, or inbetween. You can’t change a target’s body type, so you must choose a form that has the same basik arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspections. For example, if you use this spell to add a hat to a creature’s outfit9 objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner then you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

sending

3rd-level evocation (PHB)

Casting time
1 action
Range
Unlimited
Duration
1 round
Components
V, S, M (a short piece of fine copper wire)

You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind, regonizee you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

sense emotion

1st-level divination (UA:SS)

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

You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it’s love, anger, pain, fear, calm, or something else. If the target isn’t actually humanoid or it is immune to being charmed, you sense that it is calm.

sequester

7th-level transmutation (PHB)

Casting time
1 action
Range
Touch
Duration
Until dispelled
Components
V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)

By means of this spell, a willing creature of an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by divination spells or perceived through scrying sensore created by the divination of spells.

If the target is a crreature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn’t grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include after 1,000 years or when the tarrasque awakes. This spells also ends if the target takes any damage.

shadow blade

2nd-level illusion (XGE-164)

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

You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.

If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.

At higher levels: When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

shadow of Moil

4th-level necromancy (XGE-164)

Casting time
1 action
Range
Self
Duration
Concentration, up to 1 minute
Components
V, S, M (an undead eyeball encased in a gem worth at least 150 gp)

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.

Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Background: Moil is city that exists as a demiplane of shadow and negative energy created by Orcus.

shape water

Cantrip transmutation (XGE-164 Ⓔ)

Casting time
1 action
Range
30 feet
Duration
Instantaneous or 1 hour
Components
S

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
  • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
  • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
  • You freeze the water, provided that there are no creatures in it. The water unfreezes in 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.

shapechange

9th-level transmutation (PHB)

Casting time
1 action
Range
Self
Duration
Concentration, up to 1 hour
Components
V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)

You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, andCharisma scores You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature, If the creature has the same proficiency as you, and the bonus listed in its statistics is higher than yours, use the creature’s bonus in place of yours. You can’t use any legendary actions or lair actions of the new form.

You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can’t use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change shape or size to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this spell’s duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit pints than your current one, your hit points remain at their current value.

shatter

2nd-level evocation (PHB)

Casting time
1 action
Range
60 feet
Duration
Instantaneous
Components
V, S, M (a chip of mica)

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

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.

shield

1st-level abjuration (PHB)

Casting time
Reaction (when you are hit by an attack or targeted by the magic missile spell)
Range
Self
Duration
1 round
Components
V, S

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

shield of faith

1st-level abjuration (PHB)

Casting time
1 bonus action
Range
60 feet
Duration
Concentration, up to 10 minutes
Components
V, S, M (a small parchment with a bit of holy text written on it)

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

shillelagh

Cantrip transmutation (PHB)

Casting time
1 bonus action
Range
Touch
Duration
1 minute
Components
V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

shocking grasp

Cantrip evocation (PHB)

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

Lightning springs from your hand to deliver a shock to a creature you try to touch.Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

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

shutdown

5th-level transmutation 🛈 (UA:MM-8)

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

This spell shuts down all electronic devices within range that are not wielded by or under the direct control of a creature. If an electronic device within range is used by a creature, that creature must succeed on a Constitution saving throw to prevent the device from being shut down. While the spell remains active, no electronic device within range can be started or restarted.

sickening radiance

4th-level evocation (XGE-165)

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

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.

When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

silence

2nd-level illusion 🄬 (PHB-275)

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

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Sage Advice: silence is centered on a point in space, not on a creature or an object [and is thus immobile]. MM 2016-02-05 JC 2016-02-17 If cast inside—or on the deck—of a large vehicle such as a ship or train, then the point is part of the vehicle and immobile relative to the vehicle itself.MJB

silent image

1st-level illusion (PHB)

Casting time
1 action
Range
60 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 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance sf 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 sf that it appears to be walking.

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.

simulacrum

7th-level illusion (PHB-276)

Casting time
12 hours
Range
Touch
Duration
Until dispelled
Components
V, S, M (snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell)

You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates, except that it is a construct.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.

skill empowerment

5th-level transmutation (XGE-165)

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

Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice[ until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

skywrite

2nd-level transmutation 🄬 (XGE-165 Ⓔ)

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

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

sleep

1st-level enchantment (PHB-276)

Casting time
1 action
Range
90 feet
Duration
1 minute
Components
V, S, M (a pinch of fine sand, rose petals, or a cricket)

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

sleet storm

3rd-level conjuration (PHB-276)

Casting time
1 action
Range
150 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a pinch of dust and a few drops of water)

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature starts its turn in the spell’s area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

slow

3rd-level transmutation (PHB-277)

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

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

snare

1st-level abjuration (XGE-165)

Casting time
1 minute
Range
Touch
Duration
8 hours
Components
S, M (25 feet of rope, which the spell consumes)

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no creature is restrained by it.

snowball swarm

2nd-level evocation (Snilloc’s) (XGE-165 Ⓔ)

Casting time
1 action
Range
90 feet
Duration
Instantaneous
Components
V, S, M (a piece of ice or a small white rock chip)

A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

soul cage

6th-level necromancy (XGE-165)

Casting time
Reaction (when a humanoid you can see within 60 feet of you dies)
Range
60 feet
Duration
8 hours
Components
V, S, M (a tiny silver cage worth 100 gp)

This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it inany of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.

Steal Life: You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.

Query Soul: You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.

Borrow Experience: You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.

Eyes of the Dead: You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.

A creature that can see the sensor (such as one using see invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.

spare the dying

Cantrip necromancy (PHB)

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

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

speak with animals

1st-level divination 🄬 (PHB)

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

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearbylocations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

speak with dead

3rd-level necromancy (PHB)

Casting time
1 action
Range
10 feet
Duration
10 minutes
Components
V, S, M (burning incense)

You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days.

Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events.

speak with plants

3rd-level transmutation (PHB)

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

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow yoursimple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shard a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a restrained creature.

spider climb

2nd-level transmutation (PHB)

Casting time
1 action
Range
Touch
Duration
Concentration, up to 1 hour
Components
V, S, M (a drop of bitumen and a spider)

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down alont ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

spike growth

2nd-level transmutation (PHB)

Casting time
1 action
Range
150 feet
Duration
Concentration, up to 10 minutes
Components
V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is case must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

spirit guardians

3rd-level conjuration (PHB)

Casting time
1 action
Range
Self (15-foot-radius)
Duration
Concentration, up to 10 minutes
Components
V, S, M (a holy symbol)

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

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.

spirit shroud

3rd-level necromancy (UA:S&MT)

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

You call forth spirits of the dead, which flit around you for the spell’s duration. The spirits are intangible and invulnerable, and they are good or evil (your choice).

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant if the spirits are good and necrotic if they are evil. Any creature that takes this damage can’t regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for each slot level above 3rd.

spiritual weapon

2nd-level evocation (PHB)

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

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for hie mace and Thor for his hammer) make this spell’s effect resemble that weapon.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.

staggering smite

4th-level evocation (PHB)

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

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

steel wind strike

5th-level conjuration (XGE-166)

Casting time
1 action
Range
30 feet
Duration
Instantaneous
Components
S, M (a melee weapon worth at least 1 sp)

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.

stinking cloud

3rd-level conjuration (PHB)

Casting time
1 action
Range
90 feet
Duration
Concentration, up to 1 minute
Components
V, S, M (a rotten egg or several skunk cabbage leaves)

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

stone shape

4th-level transmutation (PHB)

Casting time
1 action
Range
Touch
Duration
Instantaneous
Components
V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as longas the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

stoneskin

4th-level abjuration (PHB)

Casting time
1 action
Range
Touch
Duration
Concentration, up to 1 hour
Components
V, S, M (diamond dust worth 100 gp, whico the spell consumes)

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagicac bludgeoning, piercing, and slashing damage.

storm of vengeance

9th-level conjuration (PHB-279)

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

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces different effects on your turn.

Round 2
Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
Round 3
You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
Round 4
Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
Rounds 5–10
Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.

storm sphere

4th-level evocation (XGE-166 Ⓔ)

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

A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the spell’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d6 lightning damage.

Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases for each of its effects by 1d6 for each slot level above 4th.

sudden awakening

1st-level enchantment (UA:SS)

Casting time
1 bonus action
Range
10 feet
Duration
Instantaneous
Components
V

Each sleeping creature you choose within range awakens, and then each prone creature within range can stand up without expending any movement.

suggestion

2nd-level enchantment (PHB)

Casting time
1 action
Range
30 feet
Duration
Concentration, up to 8 hours
Components
V, M (a snake’s tongue and either a big of honeycome or a drop of sweet oil)

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it purses 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 knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.

If you or any of your companions damage the target, the spell ends.

summon greater demon

4th-level conjuration (XGE-166)

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

You utter foul words, summoning one demon from the chaos of the Abyss. You choose the demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a barlgura. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has disadvantage on this saving throw if you say its true name. On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

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

summon lesser demons

3rd-level conjuration (XGE-167)

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

You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following table to determine what appears.

d6 Demons Summoned
1–2 Two demons of challenge rating 1 or lower.
3–4 Four demons of challenge rating 12 or lower.
5–6 Eight demons of challenge rating 14 or lower.

The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.

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

As part of casting the spell, you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

At higher levels: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

summon aberrant spirit

4th-level conjuration (UA:S&MT)

Casting time
1 action
Range
90 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (a pickled tentacle and an eyeball in a crystal vial worth at least 400 gp)

You call forth a spirit from the Far Realm or another alien realm of madness. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block below. When you cast the spell, choose Beholderkin, Slaadi, or Star Spawn. The creature physically resembles your choice, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

aberrant spirit

Medium aberration, neutral evil


Armor Class
11 + the level of the spell (natural armor)
Hit Points
the aberration’s Con mod. + your spellcasting ability mod. + 10 × the spell’s level
Speed
30 ft., fly 30 ft. (Beholderkin only; hover)

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 16 (+3) 10 (+0) 6 (−2)

Damage Immunities
psychic
Senses
darkvision 60 ft., passive Perception 10
Languages
Deep Speech, understands the languages you speak

Regeneration (Slaadi only)
The aberration regains 10 hit points at the start of its turn if it has at least 1 hit point
Whispering Aura (Star Spawn only)
At the start of each of the aberration’s turns, each creature within 5 feet of it must succeed on a Wisdom saving throw against your spell save DC or take 3d6 psychic damage, provided that the aberration isn’t incapacitated.

Actions

Multiattack
The aberration makes a number of attacks equal to half this spell’s level (rounded down).
Eye Ray (Beholderkin only)
Ranged Spell Attack: +3 + the spell’s level to hit to hit, range 30 ft., one target. Hit: 1d8 + 3 + the spell’s level psychic damage.
Claws (Slaadi only)
Melee Weapon Attack: +3 + the spell’s level to hit to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level slashing damage, If the target is a creature, it can’t regain hit points until the start of the aberration’s next turn.
Psychic Slam (Star Spawn only)
Melee Spell Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level psychic damage.

summon bestial spirit

2nd-level conjuration (UA:S&MT)

Casting time
1 action
Range
90 feet
Components
V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp)
Duration
Concentration, up to 1 hour

You call forth the spirit of a beast. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block below. When you cast the spell, choose an environment: Air, Land, or Water. The creature physically resembles an animal of your choice that is native to the chosen environment, which also determines one of the movement modes in the creature’s stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

bestial spirit

Small beast, unaligned


Armor Class
11 + the level of the spell (natural armor)
Hit Points
the beast’s Con mod. + your spellcasting ability mod. + 10 × the spell’s level
Speed
30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only)

STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 4 (−3) 14 (+2) 5 (−3)

Senses
darkvision 60 ft., passive Perception 12
Languages
understands the languages you speak

Amphibious (Water only)
The beast can breathe air and water.
Flyby (Air only)
The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Pack Tactics (Land and Water only)
The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Actions

Multiattack
The beast makes a number of attacks equal to half this spell’s level (rounded down).
Maul
Melee Weapon Attack: +4 + the spell’s level to hit to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.

summon celestial spirit

5th-level conjuration (UA:S&MT)

Casting time
1 action
Range
90 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (a golden reliquary worth at least 500 gp)

You call forth a spirit from the Upper Planes. The spirit manifests physically in an angelic form in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block below. When you cast the spell, choose Avenger or Defender. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At higher levels: When you cast this spell using a spell slot of 6th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

celestial spirit

Large celestial, neutral good


Armor Class
11 + the level of the spell (natural armor)
Hit Points
the celestial’s Con mod. + your spellcasting ability mod. + 10 × the spell’s level
Speed
30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)

Damage Resistances
radiant
Condition Immunities
charmed, frightened
Senses
darkvision 60 ft., passive Perception 10
Languages
Celestial, understands the languages you speak

Actions

Multiattack
The celestial makes a number of attacks equal to half this spell’s level (rounded down).
Radiant Bow (Avenger only)
Ranged Weapon Attack: +2 + the spell’s level to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage.
Radiant Mace (Defender only)
Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d10 + 3 + the spell’s level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains temporary hit points equal to the damage dealt, provided it doesn’t already have temporary hit points.
Healing Touch (1/Day)
The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell’s level

summon elemental spirit

4th-level conjuration (UA:S&MT)

Casting time
1 action
Range
90 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (air, a pebble, ash, and water inside a crystal vial worth at least 400 gp)

You call forth a spirit from the Elemental Planes. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Elemental Spirit stat block below. When you cast the spell, choose an element: Air, Earth, Fire, or Water. The creature physically resembles a vaguely humanoid form wreathed in the chosen element, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

elemental spirit

Medium elemental, neutral


Armor Class
11 + the level of the spell (natural armor)
Hit Points
the elemental’s Con mod. + your spellcasting ability mod. + 10 × the spell’s level
Speed
40 ft., fly 40 ft. (Air only, hover), burrow 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 4 (−3) 10 (+0) 16 (+3)

Damage Resistances
lightning, thunder (Air only); piercing, slashing (Earth only); acid (Water only)
Damage Immunities
poison; fire (Fire only)
Condition Immunities
exhaustion, paralyzed, petrified, poisoned, unconscious
Senses
darkvision 60 ft., passive Perception 10
Languages
Primordial, understands the languages you speak

Amorphous Form (Air, Fire, and Water only)
The elemental can move through a space as narrow as 1 inch wide without squeezing.

Actions

Multiattack
The elemental makes a number of attacks equal to half this spell’s level (rounded down).
Slam
Melee Weapon Attack: +4 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the spell’s level bludgeoning damage, (Air, Earth, and Water only) or fire damage (Fire only)

summon fey spirit

3rd-level conjuration (UA:S&MT)

Casting time
1 action
Range
90 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (a gilded flower worth at least 300 gp)

You call forth a spirit from the Feywild. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block below. When you cast the spell, choose a mood: Deceitful, Furious, or Joyful. The creature physically resembles a satyr, a dryad, or an elf (your choice) marked by the chosen mood, which also determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

fey spirit

Small fey, chaotic good


Armor Class
11 + the level of the spell (natural armor)
Hit Points
the fey’s Con mod. + your spellcasting ability mod. + 10 × the spell’s level
Speed
40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)

Condition Immunities
charmed
Senses
darkvision 60 ft., passive Perception 10
Languages
Sylvan, understands the languages you speak

Fey Step
As a bonus action, the fey can magically teleport up to 30 feet to an unoccupied space it can see.
Darkening Step (Deceitful only)
Immediately after using its Fey Step, the fey can fill a 5-foot cube within 5 feet of it with magical darkness, which remains until the end of the fey’s next turn.
Ecstatic Step (Joyful only)
Immediately after using its Fey Step, the fey can choose a creature it can see within 10 feet of it and force it to succeed on a Wisdom saving throw against your spell save DC or be charmed by the fey for 1 minute. The charm ends if the fey or any of its companions deals any damage to the target.
Impassioned Step (Furious only)
Immediately after using its Fey Step, the fey has advantage on the next attack roll it makes before the end of its turn.

Actions

Multiattack
The fey makes a number of attacks equal to half this spell’s level (rounded down).
Shortsword
Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level piercing damage + 1d6 force damage.

summon fiendish spirit

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

Casting time
1 action
Range
90 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (humanoid blood inside a ruby vial worth at least 600 gp)

You call forth a fiendish spirit from the Lower Planes. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Fiendish Spirit stat block below. When you cast the spell, choose Demon, Devil, or Yugoloth. The creature physically resembles a fiend of the chosen type, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At higher levels: When you cast this spell using a spell slot of 7th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

fiendish spirit

Large fiend, chaotic evil (demon only), lawful evil (devil only), or neutral evil (yugoloth only)


Armor Class
11 + the level of the spell (natural armor)
Hit Points
the fiend’s Con mod. + your spellcasting ability mod. + 10 × the spell’s level
Speed
40 ft., climb 40 ft. (Demon only), fly 60 ft. (Devil only)

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 16 (+3)

Damage Resistances
fire
Damage Immunities
poison
Condition Immunities
poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
Abyssal, Infernal, telepathy 60 ft.

Magic Resistance
The fiend has advantage on saving throws against spells and other magical effects.
Death Throes (Demon only)
When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell’s level fire damage on a failed save, or half as much damage on a successful one.
Devil’s Sight (Devil only)
Magical darkness doesn’t impede the fiend’s darkvision.

Actions

Multiattack
The fiend makes a number of attacks equal to half this spell’s level (rounded down).
Bite (Demon only)
Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d12 + 3 + the spell’s level necrotic damage.
Claws (Yugoloth only)
Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level slashing damage, Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.
Hurl Flame (Devil only)
Ranged Spell Attack: +3 + the spell’s level to hit, range 150 ft., one target. Hit: 2d6 + 3 + the spell’s level fire damage, If the target is a flammable object that isn’t being worn or carried, it also catches fire.

summon shadow spirit

3rd-level conjuration (UA:S&MT)

Casting time
1 action
Range
90 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (tears inside a crystal vial worth at least 300 gp)

You call forth a shadowy spirit from the Shadowfell. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block below. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature physically resembles a misshapen humanoid marked by the chosen emotion, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

shadow spirit

Medium monstrosity, neutral evil


Armor Class
11 + the level of the spell (natural armor)
Hit Points
the shadow’s Con mod. + your spellcasting ability mod. + 10 × the spell’s level
Speed
40 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 15 (+2) 4 (−3) 10 (+0) 16 (+3)

Damage Resistances
necrotic
Condition Immunities
frightened
Senses
darkvision 120 ft., passive Perception 10
Languages
Common, understands the languages you speak

Bloodthirsty Frenzy (Fury only)
The spirit has advantage on attack rolls against frightened creatures.
Shadow Stealth (Fear only)
While in dim light or darkness, the spirit can take the Hide action as a bonus action.
Weight of Ages (Despair only)
Any beast or humanoid, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that beast or humanoid’s next turn.

Actions

Multiattack
The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Chilling Rend
Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 2d8 + 3 + the spell’s level cold damage. damage.
Dreadful Scream (1/Day)
The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

summon undead spirit

3rd-level necromancy (UA:S&MT)

Casting time
1 action
Range
90 feet
Duration
Concentration, up to 1 hour
Components
V, S, M (a gilded humanoid skull worth at least 300 gp)

You call forth a restless spirit from beyond the grave. The spirit manifests physically in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block below. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The creature physically resembles a humanoid with the chosen form, which also determines some of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is friendly to you and your companions for the spell’s duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the creature assumes the higher level for that casting wherever it uses the spell’s level in its stat block.

undead spirit

Medium undead, neutral evil


Armor Class
11 + the level of the spell (natural armor)
Hit Points
the undead’s Con mod. + your spellcasting ability mod. + 10 × the spell’s level
Speed
30 ft., fly 40 ft. (Ghostly only; hover)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 15 (+2) 4 (−3) 10 (+0) 9 (−1)

Damage Immunities
necrotic, poison
Condition Immunities
exhaustion, frightened, paralyzed, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
Common, understands the languages you speak

Incorporeal Movement (Ghostly only)
The undead can become incorporeal while moving and pass through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.
Festering Aura (Putrid only)
Any creature, other than you, that starts its turn within 5 feet of the undead must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.

Actions

Multiattack
The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Deathly Touch (Ghostly only)
Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d8 + 3 + the spell’s level necrotic damage, , and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target’s next turn.
Grave Bolt (Skeletal only)
Ranged Spell Attack: Attack: +3 + the spell’s level to hit, range 150 ft., one target. Hit: 2d8 + 3 + the spell’s level necrotic damage.
Rotting Claw (Putrid only)
Melee Weapon Attack: +3 + the spell’s level to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell’s level slashing damage, If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.

sunbeam

6th-level evocation (PHB)

Casting time
1 action
Range
Self (60-foot line)
Duration
Concentration, up to 1 minute
Components
V, S, M (a magnifying glass)

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.

sunburst

8th-level evocation (PHB)

Casting time
1 action
Range
150 feet
Duration
Instantaneous
Components
V, S, M (fire and a piece of sunstone)

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

This spell dispels any darkness in its area that was created by a spell.

swift quiver

5th-level transmutation (PHB)

Casting time
1 bonus action
Range
Touch
Duration
Concentration, up to 1 minute
Components
V, S, M (a quiver containing at least one piece of ammunition)

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagicac ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

sword burst

Cantrip conjuration (SCAG-143)

Casting time
1 action
Range
5 feet
Duration
Instantaneous
Components
V

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.

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

symbol

7th-level abjuration (PHB)

Casting time
1 minute
Range
Touch
Duration
Until dispelled or triggered
Components
V, S, M (mercury, phosphorus, and powdered diamond and opal with a total value of at least 1,000 gp, which the spell consumes)

When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring an Intelligence (Investigation) check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics(such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose one of the options below for ist effect. Once triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.

Death
Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much damage on a successful save.
Discord
Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear
Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drope whatever it is holding and must move at least 20 feet away from the glyph on each of ist turns, if able.
Hopelessness
Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can’t attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity
Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Pain
Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep
Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning
Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.

synaptic static

5th-level enchantment (XGE-167)

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

You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.

After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.

synchronicity

4th-level enchantment (UA:MM-8)

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

The creature you touch feels reality subtly shifted to its favor while this spell is in effect. The target isn’t inconvenienced by mundane delays of any sort. Traffic lights are always green, there’s always a waiting elevator, and a taxi is always around the corner. The target can run at full speed through dense crowds, and attacks of opportunity provoked by the target’s movement are made with disadvantage.

Synchronicity grants advantage to Dexterity (Stealth) checks, since the target always finds a handy piece of cover available. Additionally, the target has advantage on all ability checks made to drive a vehicle.

In the event that two or more creatures under the effect of synchronicity are attempting to avoid being inconvenienced by each other, the creatures engage in a contest of Charisma each time the effects of the spells would oppose each other.

system backdoor

4th-level transmutation 🛈 (UA:MM-8)

Casting time
1 minute
Range
Personal
Duration
Concentration, up to 1 hour
Components
V, S, M (hacking tools)

This spell allows you to bypass system security in order to create a secure login on a foreign system. The login you create allows you administrator[level privileges in any computer system not enhanced through technomagic. The login defeats any technomagic spells of 3rd level or lower.

Once the duration of the spell expires, the login and all privileges are wiped from the system. System logs still show the activity of the user, but the user identification cannot be found or traced.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, you are able to bypass technomagic spells if the spell’s level is equal to or less than the level of the spell slot you used.