TEXT:  
   
  Disintegrate 
  6 
  any 
  Instantaneous 
  V, S, M  
  (a lodestone and a pinch of dust) 
  1 action 
  60 feet 
  A thin green ray springs from your pointing finger to a target that you can 
  see within range. The target can be a creature, an object, or a creation of 
  magical force, such as the wall created by wall of force. A creature targeted 
  by this spell must make a Dexterity saving throw. On a failed save, the 
  target takes 10d6 + 40 force damage. If this damage reduces the target to 0 
  hit points, it is disintegrated. A disintegrated creature and everything it is 
  wearing and carrying, except magic items, are reduced to a pile of fine gray 
  dust. The creature can be restored to life only by means of a true 
  resurrection or a wish spell. This spell automatically disintegrates a Large 
  or smaller nonmagical object or a creation of magical force. If the target is a 
  Huge or larger object or creation of force, this spell disintegrates a 10-foot-
  cube portion of it. A magic item is unaffected by this spell. At Higher Levels. 
  When you cast this spell using a spell slot of 7th level or higher, the damage 
  increases by 3d6 for each slot level above 6th. 
  
   
   
  Etherealness 
  7 
  self 
  Up to 8 hours 
  V, S 
  1 action 
  Self 
  You step into the border regions of the Ethereal Plane, in the area where it overlaps with your 
  current plane. You remain in the Border Ethereal for the duration or until you use your action to 
  dismiss the spell. During this time, you can move in any direction. If you move up or down, every 
  foot of movement costs an extra foot. You can see and hear the plane you originated from, but 
  everything there looks gray, and you can’t see anything more than 60 feet away. While on the 
  Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures 
  that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special 
  ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on 
  the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated 
  from. When the spell ends, you immediately return to the plane you originated from in the spot you 
  currently occupy. If you occupy the same spot as a solid object or creature when this happens, you 
  are immediately shunted to the nearest unoccupied space that you can occupy and take force 
  damage equal to twice the number of feet you are moved. This spell has no effect if you cast it 
  while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer 
  Planes. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can 
  target up to three willing creatures (including you) for each slot level above 7th. The creatures 
  must be within 10 feet of you when you cast the spell. 
  
   
   
  Fly 
  3 
  willing creature 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (a wing feather from any bird) 
  1 action 
  Touch 
  You touch a willing creature. The target gains a flying speed of 
  60 feet for the duration. When the spell ends, the target falls if it 
  is still aloft, unless it can stop the fall. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, you can target one additional creature for 
  each slot level above 3rd. 
  
   
   
  Haste 
  3 
  willing creature 
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a shaving of licorice root) 
  1 action 
  30 feet 
  Choose a willing creature that you can see within range. Until 
  the spell ends, the target’s speed is doubled, it gains a +2 bonus to 
  AC, it has advantage on Dexterity saving throws, and it gains 
  an additional action on each of its turns. That action can be used 
  only to take the Attack (one weapon attack only), Dash, 
  Disengage, Hide, or Use an Object action. When the spell 
  ends, the target can’t move or take actions until after its next 
  turn, as a wave of lethargy sweeps over it. 
  
   
   
  Knock 
  2 
  object 
  Instantaneous 
  V 
  1 action 
  60 feet 
  Choose an object that you can see within range. The object can 
  be a door, a box, a chest, a set of manacles, a padlock, or 
  another object that contains a mundane or magical means that 
  prevents access. A target that is held shut by a mundane lock or 
  that is stuck or barred becomes unlocked, unstuck, or unbarred. 
  If the object has multiple locks, only one of them is unlocked. If 
  you choose a target that is held shut with arcane lock, that spell 
  is suppressed for 10 minutes, during which time the target can be 
  opened and shut normally. When you cast the spell, a loud 
  knock, audible from as far away as 300 feet, emanates from the 
  target object. 
  
   
   
  Levitate 
  2 
  creature 
  Concentration, up 
  to 10 minutes 
  V, S, M  
  (either a small leather loop or a piece of golden wire bent into a cup 
  shape with a long shank on one end) 
  1 action 
  60 feet 
  One creature or object of your choice that you can see within 
  range rises vertically, up to 20 feet, and remains suspended 
  there for the duration. The spell can levitate a target that 
  weighs up to 500 pounds. An unwilling creature that succeeds 
  on a Constitution saving throw is unaffected. The target can 
  move only by pushing or pulling against a fixed object or surface 
  within reach (such as a wall or a ceiling), which allows it to 
  move as if it were climbing. You can change the target’s altitude 
  by up to 20 feet in either direction on your turn. If you are the 
  target, you can move up or down as part of your move. 
  Otherwise, you can use your action to move the target, which 
  must remain within the spell’s range. When the spell ends, the 
  target floats gently to the ground if it is still aloft. 
  
   
   
  Magic Weapon 
  2 
  weapon 
  Concentration, up 
  to 1 hour 
  V, S 
  1 bonus action 
  Touch 
  You touch a nonmagical weapon. Until the spell ends, that 
  weapon becomes a magic weapon with a +1 bonus to attack rolls 
  and damage rolls. At Higher Levels. When you cast this spell 
  using a spell slot of 4th level or higher, the bonus increases to +2. 
  When you use a spell slot of 6th level or higher, the bonus 
  increases to +3. 
  
   
   
  Passwall 
  5 
  point 
  1 hour 
  V, S, M  
  (a pinch of sesame seeds) 
  1 action 
  30 feet 
  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 
  opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet 
  deep. The passage creates no 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. 
  
   
   
  Prestidigitation 
  0 
  any 
  Up to 1 hour 
  V, S 
  1 action 
  10 feet 
  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 musi- cal 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 nonliv- ing 
  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. 
  
   
   
  Regenerate 
  7 
  creature 
  1 hour 
  V, S, M  
  (a prayer wheel and holy water) 
  1 minute 
  Touch 
  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 target’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. 
  
   
   
  Spider Climb 
  2 
  willing creature 
  Concentration, up 
  to 1 hour 
  V, S, M  
  (a drop of bitumen and a spider) 
  1 action 
  Touch 
  Until the spell ends, one willing creature you touch gains the 
  ability to move up, down, and across vertical surfaces and 
  upside down along ceilings, while leaving its hands free. The 
  target also gains a climbing speed equal to its walking speed. 
  
   
   
  Thaumaturgy 
  0 
  any 
  Up to 1 minute 
  V 
  1 action 
  30 feet 
  You manifest a minor wonder, a sign of supernatural power, 
  within range. You create one of the following magical effects 
  within range:  
  •  Your voice booms up to three times as loud as normal for 1 
  minute.  
  •  You cause flames to flicker, brighten, dim, or change color for 
  1 minute.  
  •  You cause harmless tremors in the ground for 1 minute.  
  •  You create an instantaneous sound that originates from a 
  point of your choice within range, such as a rumble of thunder, 
  the cry of a raven, or omi- nous whispers.  
  •  You instantaneously cause an unlocked door or win- dow to 
  fly open or slam shut.  
  •  You alter the appearance of your eyes for 1 minute. If you 
  cast this spell multiple times, you can have up to three of its 1-
  minute effects active at a time, and you can dismiss such an 
  effect as an action. 
  
   
   
  Time Stop 
  9 
  self 
  Instantaneous 
  V 
  1 action 
  Self 
  You briefly stop the flow of time for everyone but yourself. No 
  time passes for other creatures, while you take 1d4 + 1 turns in 
  a row, during which you can use actions and move as normal. 
  This spell ends if one of the actions you use during this period, 
  or any effects that you create during this period, affects a 
  creature other than you or an object being worn or carried by 
  someone other than you. In addition, the spell ends if you move 
  to a place more than 1,000 feet from the location where you cast 
  it. 
  
   
   
  Alter Self 
  2 
   
  Concentration, up 
  to 1 hour 
  V, S 
  1 action 
  Self 
  You assume a different form. When you cast the spell, choose one of the 
  following options, the effects of which last for the duration of the spell. While 
  the spell lasts, you can end one option as an action to gain the benefits of a 
  different one. 
  Aquatic Adaptation. You adapt your body to an aquatic environment, 
  sprouting gills and growing webbing between your fingers. You can breathe 
  underwater and gain a swimming speed equal to your walking speed. 
  Change Appearance. You transform your appearance. You decide what you 
  look like, including your height, weight, facial features, sound of your voice, 
  hair length, coloration, and distinguishing characteristics, if any. You can 
  make yourself appear as a member of another race, though none of your 
  statistics change. You also can’t appear as a creature of a different size than 
  you, and your basic shape stays the same; if you’re bipedal, you can’t use this 
  spell to become quadrupedal, for instance. At any time for the duration of the 
  spell, you can use your action to change your appearance in this way again. 
  Natural Weapons. You grow claws, fangs, spines, horns, or a different 
  natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, 
  piercing, or slashing damage, as appropriate to the natural weapon you 
  chose, and you are proficient with your unarmed strikes. Finally, the 
  natural weapon is magic and you have a +1 bonus to the attack and damage 
  rolls you make using it. 
  
   
   
  Animal Shapes 
  8 
   
  Concentration, up 
  to 24 hours 
  V, S 
  1 action 
  30 feet 
  Your magic turns others into beasts. Choose any number of willing creatures 
  that you can see within range. You transform each target into the form of a 
  Large or smaller beast with a challenge rating of 4 or lower. On subsequent 
  turns, you can use your action to transform affected creatures into new 
  forms. 
  The transformation lasts for the duration for each target, or until the target 
  drops to 0 hit points or dies. You can choose a different form for each target. 
  A target’s game statistics are replaced by the statistics of the chosen beast, 
  though the target retains its alignment and Intelligence, Wisdom, and 
  Charisma scores. The target assumes the hit points of its new form, and 
  when it reverts to its normal form, it returns to the number of hit points it 
  had 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 doesn’t reduce the creature’s normal form to 0 hit points, it isn’t 
  knocked unconscious. The creature is limited in the actions it can perform by 
  the nature of its new form, and it can’t speak or cast spells. 
  The target’s gear melds into the new form. The target can’t activate, wield, 
  or otherwise benefit from any of its equipment. 
  
   
   
  Animate Objects 
  5 
   
  Concentration, up 
  to 1 minute 
  V, S 
  1 action 
  120 feet 
  Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or 
  carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. 
  You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until 
  the spell ends or until reduced to 0 hit points. 
  As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of 
  you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command 
  to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue 
  a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only 
  defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. 
  Animated Object Statistics  
  Size HP AC Attack Str Dex  
  Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 
  Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 
  Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 
  Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 
  Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 
   An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its 
  Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks 
  legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is 
  securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a 
  radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its 
  original object form, and any remaining damage carries over to its original object form. 
  If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a 
  slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific 
  object inflicts slashing or piercing damage based on its form. 
  At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects 
  for each slot level above 5th. 
   
  
   
   
  Awaken 
  5 
   
  Instantaneous 
  V, S, M 
   (an agate worth at least 1,000 gp, which the spell consumes) 
  8 hours 
  Touch 
  After spending the casting time tracing magical pathways within 
  a precious gemstone, you touch a Huge or smaller beast or 
  plant. The target must have either no Intelligence score or an 
  Intelligence of 3 or less. The target gains an Intelligence of 10. 
  The target also gains the ability to speak one language you 
  know. If the target is a plant, it gains the ability to move its 
  limbs, roots, vines, creepers, and so forth, and it gains senses 
  similar to a human’s. Your DM chooses statistics appropriate 
  for the awakened plant, such as the statistics for the awakened 
  shrub or the awakened tree. 
  The awakened beast or plant is charmed by you for 30 days or 
  until you or your companions do anything harmful to it. When 
  the charmed condition ends, the awakened creature chooses 
  whether to remain friendly to you, based on how you treated it 
  while it was charmed. 
  
   
   
  Barkskin 
  2 
   
  Concentration, up 
  to 1 hour 
  V, S, M  
  (a handfuI of oak bark) 
  1 action 
  Touch 
  You touch a willing creature. Until the spell ends, the target’s 
  skin has a rough, bark-like appearance, and the target’s AC 
  can’t be less than 16, regardless of what kind of armor it is 
  wearing. 
  
   
   
  Blink 
  3 
   
  1 minute 
  V, S 
  1 action 
  Self 
  Roll a d20 at the end of each of your turns for the duration of the spell. On 
  a roll of 11 or higher, you vanish from your current plane of existence and 
  appear in the Ethereal Plane (the spell fails and the casting is wasted if you 
  were already on that plane). At the start of your next turn, and when the 
  spell ends if you are on the Ethereal Plane, you return to an unoccupied 
  space of your choice that you can see within 10 feet of the space you vanished 
  from. If no unoccupied space is available within that range, you appear in 
  the nearest unoccupied space (chosen at random if more than one space is 
  equally near). You can dismiss this spell as an action. 
  While on the Ethereal Plane, you can see and hear the plane you originated 
  from, which is cast in shades of gray, and you can’t see anything there more 
  than 60 feet away. You can only affect and be affected by other creatures on 
  the Ethereal Plane. Creatures that aren’t there can’t perceive you or 
  interact with you, unless they have the ability to do so. 
  
   
   
  Control Water 
  4 
   
  Concentration, up 
  to 8 hours 
  V, S, M  
  (a drop of water and a pinch of dust) 
  1 action 
  300 feet 
  Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can 
  choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or 
  choosr a different one. 
  Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the 
  flooding water spills over onto dry land. 
  If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the 
  other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or 
  smaller vehicles struck by the wave have a 25 percent chance of capsizing. 
  The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave 
  repeats on the start of your next turn while the flood effect lasts. 
  Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the 
  separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then 
  slowly fills in the trench over the course of the next round until the normal water level is restored. 
  Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over 
  obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell’s 
  area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends 
  or you choose a different effect. 
  Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center 
  of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any 
  creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the 
  vortex by making a Strength (Athletics) check against your spell save DC. 
  When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a 
  failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the 
  creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away 
  from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. 
  The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it 
  remains in the vortex. 
  
   
   
  Control Weather 
  8 
   
  Concentration, up 
  to 8 hours 
  V,S,M  
  (burning incense and bits of earth and wood mixed in water) 
  10 minutes 
  Self (5-mile 
  radius) 
  You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this 
  spell. Moving to a place where you don’t have a clear path to the sky ends the spell early. 
  When you cast the spell, you change the current weather conditions, which are determined by the DM 
  based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 
  minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When 
  the spell ends, the weather gradually returns to normal.\n   When you change the weather conditions, find 
  a current condition on the following tables and change its stage by one, up or down. When changing the 
  wind, you can change its direction. 
   - Precipitation -  
  1 – Clear 
  2 - Light Clouds 
  3 - Overcast or ground fog 
  4 - Rain, hail, or snow 
  5 - Torrential rain, driving hail, or blizzard 
   - Temperature -  
  1 - Unbearable Heat 
  2 – Hot 
  3 – Warm 
  4 – Cool 
  5 – Cold 
  6 - Arctic Cold 
   - Wind -  
  1 – Calm 
  2 - Moderate Wind 
  3 - Strong Wind 
  4 – Gale 
  5 - Storm 
  
   
   
  Cordon of Arrows 
  2 
   
  8 hours 
  V, S, M  
  (four or more arrows or bolts) 
  1 action 
  5 feet 
  You plant four pieces of nonmagical ammunition-arrows or 
  crossbow bolts-in the ground within range and lay magic upon 
  them to protect an area. Until the spell ends, whenever a 
  creature other than you comes within 30 feet of the ammunition 
  for the first time on a turn or ends its turn there, one piece of 
  ammunition flies up to strike it. The creature must succeed on a 
  Dexterity saving throw or take 1d6 piercing damage. The piece 
  of ammunition is then destroyed. The spell ends when no 
  ammunition remains. 
  When you cast this spell, you can designate any creatures you 
  choose, and the spell ignores them. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the amount of ammunition that can be 
  affected increases by two for each slot level above 2nd. 
  
   
   
  Create or Destroy Water 
  1 
   
  Instantaneous 
  V, S, M  
  (a drop of water if creating water or a few grains of 
  sand if destroying it) 
  1 action 
  30 feet 
  You either create or destroy water. 
  Create Water. You create up to 10 gallons of clean water 
  within range in an open container. Alternatively, the water falls 
  as rain in a 30-foot cube within range, extinguishing exposed 
  flames in the area.  
  Destroy Water. You destroy up to 10 gallons of water in an 
  open container within range. Alternatively, you destroy fog in a 
  30-foot cube within range.  
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, you create or destroy 10 additional gallons 
  of water, or the size of the cube  increases by 5 feet, for each 
  slot level above 1st. 
  
   
   
  Darkvision 
  2 
   
  8 hours 
  V, S, M  
  (either a pinch of dried carrot or an agate) 
  1 action 
  Touch 
  You touch a willing creature to grant it the ability to see in the 
  dark. For the duration, that creature has darkvision out to a 
  range of 60 feet. 
  
   
   
  Druidcraft 
  0 
   
  Instantaneous 
  V, S 
  1 action 
  30 feet 
  Whispering to the spirits of nature, you create one of the 
  following effects within range: 
  • You create a tiny, harmless sensory effect that predicts what 
  the weather will be at your location for the next 24 hours. The 
  effect might manifest as a golden orb for clear skies, a cloud for 
  rain, falling snowflakes for snow, and so on. This effect persists 
  for 1 round. 
  • You instantly make a flower blossom, a seed pod open, or a 
  leaf bud bloom. 
  • You create an instantaneous, harmless sensory effect, such as 
  falling leaves, a puff of wind, the sound of a small animal, or the 
  faint odor of skunk. The effect must fit in a 5-foot cube. 
  • You instantly light or snuff out a candle, a torch, or a small 
  campfire. 
  
   
   
  Elemental Weapon 
  3 
   
  Concentration, up 
  to 1 hour 
  V, S 
  1 action 
  Touch 
  A nonmagical weapon you touch becomes a magic weapon. 
  Choose one of the following damage types: acid, cold, tire, 
  lightning, or thunder. For the duration, the weapon has a +1 
  bonus to attack rolls and deals an extra ld4 damage of the chosen 
  type when it hits. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  5th or 6th level. the bonus to attack rolls increases to +2 and the 
  extra damage increases to 2d4. When you use a spell slot of 7th 
  level or higher, the bonus increases to +3 and the extra damage 
  increases to 3d4. 
  
   
   
  Enlarge/Reduce 
  2 
   
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a pinch of powdered iron) 
  1 action 
  30 feet 
  You cause a creature or an object you can see within range to grow larger or smaller 
  for the duration. Choose either a creature or an object that is neither worn nor 
  carried. If the target is unwilling, it can make a Constitution saving throw. On a 
  success, the spell has no effect. 
  If the target is a creature, everything it is wearing and carrying changes size with it. 
  Any item dropped by an affected creature returns to normal size at once.  
  Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by 
  eight. This growth increases its size by one category-from Medium to Large, for 
  example. If there isn’t enough room for the target to double its size, the creature or 
  object attains the maximum possible size in the space available. Until the spell ends, 
  the target also has advantage on strength checks and strength saving throws. The 
  target’s weapons also grow to match its new size. While these weapons are enlarged, 
  the target’s attacks with them deal 1d4 extra damage. 
  Reduce. The target’s size is halved in all dimensions, and its weight is reduced to 
  one-eighth of normal. This reduction decreases its size by one category-from 
  Medium to Small, for example. Until the spell ends, the target also has disadvantage 
  on strength checks and strength saving throws. The target’s weapons also shrink to 
  match its new size. While these weapons are reduced, the target’s attacks with them 
  deal 1d4 less damage (this can’t reduce the damage below 1). 
  
   
   
  Expeditious Retreat 
  1 
   
  Concentration, up 
  to 10 minutes 
  V, S 
  1 bonus action 
  Self 
  This spell allows you to move at an incredible pace. When you 
  cast this spell, and then as a bonus action on each of your turns 
  until the spell ends, you can take the Dash action. 
  
   
   
  Fabricate 
  4 
   
  Instantaneous 
  V, S 
  10 minutes 
  120 feet 
  You convert raw materials into products of the same material. 
  For example, you can fabricate a wooden bridge from a clump 
  of trees, a rope from a patch of hemp, and clothes from flax or 
  wool. 
  Choose raw materials that you can see within range. You can 
  fabricate a Large or smaller object (contained within a 10-foot 
  cube. or eight connected 5-foot cubes), given a sufficient 
  quantity of raw material. If you are working with metal. stone, 
  or another mineral substance, however, the fabricated object can 
  be no larger than Medium (contained within a single 5-foot 
  cube). The quality of objects made by the spell is commensurate 
  with the quality of the raw materials. 
  Creatures or magic items can’t be created or transmuted by this 
  spell. You also can’t use it to create items that ordinarily require 
  a high degree of craftsmanship, such as jewelry, weapons, glass, 
  or armor, unless you have proficiency with the type of artisan’s 
  tools used to craft such objects. 
  
   
   
  Feather Fall 
  1 
   
  1 minute 
  V, M  
  (a small feather or piece of down) 
  1 reaction, which 
  you take when 
  you or a creature 
  within 60 feet of 
  you falls 
  60 feet 
  Choose up to five falling creatures within range. A falling 
  creature’s rate of descent slows to 60 feet per round until the 
  spell ends. If the creature lands before the spell ends, it takes no 
  falling damage and can land on its feel, and the spell ends for 
  that creature. 
  
   
   
  Flesh to Stone 
  6 
   
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a pinch of lime, water, and earth) 
  1 action 
  60 feet 
  You attempt to turn one creature that you can see within range into stone.  
  If the target’s body is made of flesh, the creature must make a Constitution 
  saving throw. On a failed save, it is restrained as its flesh begins to harden. 
  On a successful save, the creature isn’t affected. 
  A creature restrained by this spell must make another Constitution saving 
  throw at the end of each of its turns. If it successfully saves against this spell 
  three times, the spell ends. If it fails its saves three times, it is turned to stone 
  and subjected to the petrified condition for the duration. The successes and 
  failures don’t need to be consecutive; keep track of both until the target collects 
  three of a kind. 
  If the creature is physically broken while petrified, it suffers from similar 
  deformities if it reverts to its original state. 
  If you maintain your concentration on this spell for the entire possible 
  duration, the creature is turned to stone until the effect is removed. 
   
  
   
   
  Gaseous Form 
  3 
   
  Concentration, up 
  to 1 hour 
  V, S, M  
  (a bit of gauze and a wisp of smoke) 
  1 action 
  Touch 
  You transform a willing creature you touch, along with everything it’s 
  wearing and carrying, into a misty cloud for the duration. The spell 
  ends if the creature drops to 0 hit points. An incorporeal creature isn’t 
  affected. 
  While in this form, the target’s only method of movement is a flying 
  speed of 10 feet. The target can enter and occupy the space of another 
  creature. The target has resistance to nonmagical damage, and it has 
  advantage on Strength, Dexterity, and Constitution saving throws. 
  The target can pass through small holes, narrow openings, and even 
  mere cracks, though it treats liquids as though they were solid surfaces. 
  The target can’t fall and remains hovering in the air even when stunned 
  or otherwise incapacitated. 
  While in the form of a misty cloud, the target can’t talk or manipulate 
  objects, and any objects it was carrying or holding can’t be dropped, used, 
  or otherwise interacted with. The target can’t attack or cast spells. 
  
   
   
  Giant Insect 
  4 
   
  Concentration, up 
  to 10 minutes    
  V, S 
  1 action 
  30 feet 
  You transform up to ten centipedes, three spiders, five wasps, or 
  one scorpion within range into giant versions of their natural 
  forms for the duration. A centipede becomes a giant centipede, a 
  spider becomes a giant spider, a wasp becomes a giant wasp, 
  and a scorpion becomes a giant scorpion. 
  Each creature obeys your verbal commands, and in combat, 
  they act on your tum each round. The DM has the statistics for 
  these creatures and resolves their actions and movement. 
  A creature remains in its giant size for the duration, until it 
  drops to 0 hit points, or until you use an action to dismiss the 
  effect on it. 
  The DM might allow you to choose different targets. For 
  example, if you transform a bee, its giant version might have the 
  same statistics as a giant wasp.       
  
   
   
  Glibness 
  8 
   
  1 hour 
  V 
  1 action 
  Self 
  Until the spell ends, when you make a Charisma check, you can 
  replace the number you roll with a 15. Additionally, no matter 
  what you say, magic that would determine if you are telling the 
  truth indicates that you are being truthful. 
  
   
   
  Goodberry 
  1 
   
  Instantaneous 
  V, S, M 
   (a sprig of mistletoe) 
  1 action 
  Touch 
  Up l0 ten berries appear in your hand and are infused with 
  magic for the duration. A creature can use its action to eat one 
  berry. Eating a berry restores 1 hit point, and the berry 
  provides enough nourishment lo sustain a creature for one day. 
  The berries lose heir potency if they have not been consumed 
  within 24 hours of the casting of this spell. 
  
   
   
  Heat Metal 
  2 
   
  Instantaneous 
  V 
  1 bonus action 
  60 feet 
  Choose a manufactured metal object, such as a metal weapon or 
  a suit of heavy or medium metal armor, that you can see within 
  range. You cause the object to glow red-hot. Any creature in 
  physical contact with the object takes 2d8 fire damage when you 
  cast the spell. Until the spell ends, you can use a bonus action on 
  each of your subsequent turns to cause this damage again.\n   If 
  a creature is holding or wearing the object and takes the damage 
  from it, the creature must succeed on a Constitution saving 
  throw or drop the object if it can. If it doesn’t drop the object, it 
  has disadvantage on attack rolls and ability checks until the start 
  of your next turn. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  3rd level or higher, the damage increases by 1d8 for each slot 
  level above 2nd. 
  
   
   
  Jump 
  1 
   
  1 minute 
  V, S, M  
  (a grasshopper’s hind leg) 
  1 action 
  Touch 
  You touch a creature. The creature’s jump distance is tripled 
  until the spell ends. 
  
   
   
  Lightning Arrow 
  4 
   
  Concentration, up 
  to 1 minute 
  V, S 
  1 bonus action 
  Self 
  The next time you make a ranged weapon attack during the 
  spell’s duration, the weapon’s ammunition, or the weapon itself 
  if it’s a thrown weapon, transforms into a bolt of lightning. 
  Make the attack roll as normal. The target takes 4d8 lightning 
  damage on a hit, or half as much damage on a miss, instead of 
  the weapon’s normal damage. 
  Whether you hit or miss, each creature within 10 feet of the 
  target must make a Dexterity saving throw. Each of these 
  creatures takes 2d8 lightning damage on a failed save, or half as 
  much damage on a successful one. 
  The piece of ammunition or weapon then returns to its normal 
  form. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  4th level or higher, the damage for both effects of the spell 
  increases by 1d8 for each slot level above 3rd. 
  
   
   
  Longstrider 
  1 
   
  1 hour 
  V, S, M  
  (a pinch of dirt) 
  1 action 
  Touch 
  You touch a creature. The target’s speed increases by 10 feet 
  until the spell ends. 
   
  At Higher Levels. When you cast this spell using a spell slot of 
  2nd level or higher, you can target one additional creature for 
  each slot level above 1st. 
  
   
   
  Meld into Stone 
  3 
   
  8 hours 
  V, S 
  1 action 
  Touch 
  You step into a stone object or surface large enough to fully contain your 
  body, melding yourself and all the equipment you carry with the stone for the 
  duration. Using your movement, you step into the stone at a point you can 
  touch. Nothing of your presence remains visible or otherwise detectable by 
  nonmagical senses. 
  While merged with the stone, you can’t see what occurs outside it, and any 
  Wisdom (Perception) checks you make to hear sounds outside it are made 
  with disadvantage. You remain aware of the passage of time and can cast 
  spells on yourself while merged in the stone. You can use your movement to 
  leave the stone where you entered it, which ends the spell. You otherwise 
  can’t move. 
  Minor physical damage to the stone doesn’t harm you, but its partial 
  destruction or a change in its shape (to the extent that you no longer fit within 
  it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete 
  destruction (or transmutation into a different substance) expels you and deals 
  50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied 
  space closest to where you first entered. 
  
   
   
  Mending 
  1 
   
  Instantaneous 
  V, S, M  
  (two lodestones) 
  1 minute 
  Touch 
  This spell repairs a single break or tear in an object you touch, 
  such as a broken chain link, two halves of a broken key, a torn 
  cloak, or a leaking wineskin. As long as the break or tear is no 
  larger than 1 foot in any dimension, you mend it. leaving no 
  trace of the former damage. 
  This spell can physically repair a magic item or construct, but 
  the spell can’t restore magic to such an object. 
  
   
   
  Message 
  0 
   
  1 round 
  V, S, M  
  (a short piece of copper wire) 
  1 action 
  120 feet 
  You point your finger toward a creature within range and 
  whisper a message. The target (and only the target) hears the 
  message and can reply in a whisper that only you can hear.\n   
  You can cast this spell through solid objects if you are familiar 
  with the target and know it is beyond the barrier. Magical 
  silence. 1 foot of stone, 1 inch of common metal, a thin sheet of 
  lead, or 3 feet of wood blocks the spell. The spell doesn’t have to 
  follow a straight line and can travel freely around corners or 
  through openings. 
  
   
   
  Move Earth 
  8 
   
  Concentration, up 
  to 2 hours 
  V, S, M  
  (an iron blade and a small bag containing a mixture of soils-c1ay, loam, 
  and sand) 
  1 action 
  120 feet 
  Choose an area of terrain no larger than 40 feet on a side within range. You 
  can reshape dirt, sand, or clay in the area in any manner you choose for the 
  duration. You can raise or lower the area’s elevation, create or fill in a 
  trench, erect or flatten a wall, or form a pillar. The extent of any such 
  changes can’t exceed half the area’s largest dimension. So, if you affect a 
  40-foot square,  you can create a pillar up to 20 feet high, raise or lower the 
  square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. 
  It takes 10 minutes for these changes to complete. 
  At the end of every 10 minutes you spend concentrating on the spell, you can 
  choose a new area of terrain to affect. 
  Because the terrain’s transformation occurs slowly, creatures in the area 
  can’t usually be trapped or injured by the ground’s movement. 
  This spell can’t manipulate natural stone or stone construction. Rocks and 
  structures shift to accommodate the new terrain. If the way you shape the 
  terrain would make a structure unstable, it might collapse. 
  Similarly, this spell doesn’t directly affect plant growth. The moved earth 
  carries any plants along with it. 
  
   
   
  Plant Growth 
  3 
   
  Instantaneous 
  V, S 
  1 action or 8 hours 
  150 feet 
  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 spell’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. 
  
   
   
  Polymorph 
  4 
   
  Concentration, up 
  to 1 hour 
  V, S, M  
  (a caterpillar cocoon) 
  1 action 
  60 feet 
  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 target’s (or the 
  target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental 
  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 had 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 doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. 
  The creature is limited in the actions it can perform by the nature of its new form, and it can’t 
  speak, cast spells, or take any other action that requires hands or speech. 
  The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise 
  benefit from any of its equipment. This spell can’t affect a target that has 0 hit points.  
   
  (Spell's description has been modified to fix the error during printing as described in the Player's 
  Handbook errata. See http://media.wizards.com/2016/downloads/DND/PH-Errata-
  V1.pdf for full details) 
  
   
   
  Purify Food and Drink 1 
   
  Instantaneous 
  V, S 
  1 action 
  10 feet 
  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 poison and disease. 
  
   
   
  Reincarnate 
  5 
   
  Instantaneous 
  V, S, M  
  (rare oils and unguents worth at least 1,000 gp, which the spell 
  consumes) 
  1 hour 
  Touch 
  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 target’s soul isn’t free or willing to do so, the spell fails.\n   The 
  magic fashions a new body for the creature to inhabit, which likely causes the creature’s race 
  to change. The DM rolls a d100 and consults the following table to determine what form the 
  creature takes when restored to life, or the DM chooses a form. 
  On a d100 roll: 
  01-04 – Dragonborn 
  5-13 - Dwarf, hill 
  14-21 - Dwarf, mountain 
  22-25 - Elf, dark 
  26–34 - Elf, high 
  35-42 - Elf, wood 
  43-46 - Gnome, forest 
  47-52 - Gnome, Rock 
  53-56 - Half-elf 
  57-60 - Half Orc, 
  61-68 - Halfling, lightfoot 
  69-76 - Halfling, stout 
  77-96 – Human 
  97-00 – Tiefling 
  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.  
  
   
   
  Reverse Gravity 
  7 
   
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a lodestone and iron fillings) 
  1 action 
  100 feet 
  This spell reverses gravity in a 50-foot-radius, 100-foot high 
  cylinder centered on a point within range. All creatures and 
  objects that aren’t somehow anchored lo 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 lo 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, 
  faIling 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. 
  
   
   
  Sequester 
  7 
   
  Until dispelled 
  V,S, M  
  (a powder composed of diamond, emerald, ruby, and sapphire dust 
  worth at least 5,000 gp, which the spell consumes) 
  1 action 
  Touch 
  By means of this spell, a willing creature or 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 
  sensors created by divination spells. 
  If the target is a creature, 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 awakens.“ This spell also ends if the 
  target takes any damage. 
  
   
   
  Shapechange 
  9 
   
  Concentration, up 
  to 1 hour 
  V,S, M  
  (ajade circlet worth at least 1,500 gp, which you must place on your 
  head before you cast the spell) 
  1 action 
  Self 
  You assume the form of a different creature for the duration. The new form can be of 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, and Charisma 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 form, you return to the 
  number of hit points you had before you transformed. If you revert as a result of dropping to - 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 points than your current one, your hit 
  points remain at their current value.  
  
   
   
  Shillelagh 
  0 
   
  1 minute 
  V, S, M  
  (mistletoe, a shamrock leaf, and a club or quarterstaff) 
  1 bonus action 
  Touch 
  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. 
  
   
   
  Slow 
  3 
   
  Concentration, up 
  to 1 minute 
   
  1 action 
  120 feet 
  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 ora bonus action, not both. 
  Regardless of the creature’ s abilities or magic items, it can’t 
  make more than one melee arranged 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 its turn. On a successful save, the effect 
  ends for it. 
  
   
   
  Speak with Plants 
  3 
   
  10 minutes 
  V, S 
  1 action 
  Self (30-foot 
  radius) 
  You imbue plants within 30 feet of you with limited sentience and animation, 
  giving them the ability to communicate with you and follow your simple 
  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 
  shared 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.  
  
   
   
  Spike Growth 
  2 
   
  Concentration, up 
  to 10 minute 
  V, S, M  
  (seven sharp thorns or seven small twigs, each sharpened to a point) 
  1 action 
  150 feet 
  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 cast must make a Wisdom (Perception) check against your 
  spell save DC to recognize the terrain as hazardous before 
  entering it. 
  
   
   
  Stone Shape 
  4 
   
  Instantaneous 
  V, S, M  
  (soft clay, which must be worked into roughly the desired shape of the 
  stone object) 
  1 action 
  Touch 
  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 long as 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. 
  
   
   
  Swift Quiver 
  5 
   
  Concentration, up 
  to 1 minute 
  V, S, M  
  (a quiver containing at least one piece of ammunition) 
  1 bonus action 
  Touch 
  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 nonmagical ammunition. Any pieces 
  of ammunition created by this spell disintegrate when the spell 
  ends. If the quiver leaves your possession, the spell ends. 
  
   
   
  Telekinesis 
  5 
   
  Concentration, up 
  to 10 minutes 
  V, S 
  1 action 
  60 feet 
  You gain the ability to move or manipulate creatures or objects by thought. When you cast the 
  spell, and as your action each round for the duration, you can exert your will on one creature 
  or object that you can see within range, causing the appropriate effect below. You can affect the 
  same target round after round, or choose a new one at any time. If you switch targets, the 
  prior target is no longer affected by the spell. 
  Creature. You can try to move a Huge or smaller creature. Make an ability check with your 
  spellcasting ability contested by the creature’s Strength check. If you win the contest, you move 
  the creature up to 30 feet in any direction, including upward but not beyond the range of this 
  spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A 
  creature lifted upward is suspended in mid-air. 
  On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on 
  the creature by repealing the contest. 
  Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being 
  worn or carried, you automatically move it up lo 30 feet in any direction, but not beyond the 
  range of this spell. 
  If the object is worn or carried by a creature, you must make an ability check with your 
  spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the 
  object away from that creature and can move it up to 30 feel in any direction but not beyond the 
  range of this spell. 
  You can exert fine control on objects with your telekinetic grip, such as manipulating a simple 
  tool, opening a door or a container, stowing or retrieving an item from an open container, or 
  pouring the contents from a vial. 
  
   
   
  Thorn Whip 
  0 
   
  Instantaneous 
  V, S, M  
  (the stem of a plant with thorns) 
  1 action 
  30 feet 
  You create along, vine-like whip covered in thorns that lashes 
  out at your command toward a creature in range. Make a 
  melee spell attack against the target. If the attack hits, the 
  creature takes 1d6 piercing damage, and if the creature is Large 
  or smaller, you pull the creature up to 10 feet closer to you. 
  This spell’s damage increases by 1d6 when you reach 5th level 
  (2d6), 11th level (3d6), and 17th level (4d6). 
   
  
   
   
  True Polymorph 
  9 
   
  Concentration, up 
  to 1 hour 
  V, S, M  
  (a drop of mercury, a dollop of gum arabic, and a wisp of smoke) 
  1 action 
  30 feet 
  Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, 
  the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature). The 
  transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full 
  duration, the transformation becomes permanent. 
  Shapechangers aren’t affected by this spell. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn’t 
  affected by this spell. 
  Creature into Creature. If you turn a creature into another kind of creature, the new form can be any kind you choose 
  whose challenge rating is equal to or less than the target’s (or its level). if the target doesn’t have a challenge rating). The 
  target’s game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment 
  and personality. 
  The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number 
  of hit points it had 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 doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked 
  unconscious. 
  The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spell, or take any 
  other action that requires hands or speech, unless its new form is capable of such actions. 
  The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its 
  equipment. 
  Object into Creature. You can turn an object into any kind of creature, as long as the creature’s size is no larger than the 
  object’s size and the creature’s challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on 
  each of your turns. You decide what action it takes and how it moves. The DM has the creature’s statistics and resolves all of 
  its actions and movement. 
  If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you 
  have treated it. 
  Creature into Object. If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into 
  that form. The creature’s statistics become those of the object, and the creature has no memory of time spent in this form, after 
  the spell ends and it returns to its normal form. This spell can't affect a target that has 0 hit points. 
   
  (Spell's description has been modified to fix the error during printing as described in the Player's Handbook errata. See 
  http://media.wizards.com/2016/downloads/DND/PH-Errata-V1.pdf for full details) 
  
   
   
  Water Breathing 
  3 
   
  24 hours 
  V, S, M  
  (a short reed or piece of straw) 
  1 action 
  30 feet 
  This spell grants up lo ten willing creatures you can see within 
  range the ability lo breathe underwater until the spell ends. 
  Affected creatures also retain their normal mode of respiration. 
  
   
   
  Water Walk 
  3 
   
  1 hour 
  V, S, M  
  (a piece of cork) 
  1 action 
  30 feet 
  This spell grants the ability lo move across any liquid surface-
  such as water, acid, mud, snow, quicksand, or lava-as if it 
  were harmless solid ground (creature crossing molten lava can 
  still take damage from the heat). Up to ten willing creature you 
  can see within range gain this ability for the duration. 
  If you target a creature submerged in a liquid, the spell carries 
  the target to the surface of the liquid at a rate of 60 feel per 
  round. 
  
   
   
  Wind Walk 
  6 
   
  8 hours 
  V, S, M  
  (fire and holy water 
  1 minute 
  30 feet 
  You and up to ten willing creatures you can see within range 
  assume a gaseous form for the duration, appearing as wisps of 
  cloud. While in this cloud form, a creature has a flying speed of 
  300 feet and has resistance to damage from nonmagical 
  weapons. The only actions a creature can take in this form are 
  the Dash action or to revert to its normal form. Reverting 
  takes 1 minute, during which time a creature is incapacitated 
  and can’t move. Until the spell ends, a creature can revert to 
  cloud form, which also requires the 1-minute transformation.   
  If a creature is in cloud form and flying when the effect ends, 
  the creature descends 60 feet per round for 1 minute until it 
  lands, which it does safely. If it can’t land after 1 minute, the 
  creature falls the remaining distance.  
  
   
   
  Enhance Ability 
  2 
   
  Concentration, up 
  to 1 hour 
  V, S, M  
  (fur or a feather from a beast) 
  1 action 
  Touch 
  You touch a creature and bestow upon it a magical enhancement. Choose one 
  of the following effects; the target gains that effect until the spell ends. 
  Bear’s Endurance. The target has advantage on Constitution checks. It 
  also gains 2d6 temporary hit points, which are lost when the spell ends. 
  Bull’s Strength. The target has advantage on Strength checks, and his or 
  her carrying capacity doubles. 
  Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t 
  take damage from falling 20 feet or less if it isn’t incapacitated. 
  Eagle’s Splendor. The target has advantage on Charisma checks. 
  Fox’s Cunning. The target has advantage on Intelligence checks. 
  Owl’s Wisdom. The target has advantage on Wisdom checks. 
   
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or 
  higher, you can target one additional creature for each slot level above 2nd. 
  
   
   
   
  Rope Trick 
  2 
   
  1 hour 
  V, S, M  
  (powdered corn extract and a twisted loop of 
  parchment) 
  1 action 
  Touch 
  You touch a length of rope that is up lo 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 can’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. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Spellbook/spells/Transmutation/Transmutation.pdf