TEXT: Bard
  0
  Blade Ward, Dancing Lights, Friends, Light, Mage Hand, Mending, Message, Minor Illusion, 
  Prestdigitaton, True Strike, Vicious Mockery
  1
  Animal Friendship, Bane, Charm Person, Comprehend Languages, Cure Wounds, Detect Magic, 
  Disguise Self, Dissonant Whispers, Faerie Fire, Feather Fall, Healing Word, Heroism, Identfy, 
  Illusory Script, Longstrider, Silent Image, Sleep, Speak with Animals, Tasha’s Hideous Laughter, 
  Thunderwave, Unseen Servant
  2
  Animal Messenger, Blindness/Deafness, Calm Emotons, Cloud of Daggers, Crown of Madness, 
  Detect Thoughts, Enhance Ability, Enthrall, Heat Metal, Hold Person, Invisibility, Knock, Lesser 
  Restoraton, Locate Animals or Plants, Locate Object, Magic Mouth, Phantasmal Force, See 
  Invisibility, Shater, Silence, Suggeston, Zone of Truth
  3
  Bestow Curse, Clairvoyance, Dispel Magic, Fear, Feign Death, Glyph of Warding, Hypnotc 
  Patern, Leomund’s Tiny Hut, Major Image, Nondetecton, Plant Growth, Sending, Speak with 
  Dead, Speak with Plants, Stnking Cloud, Tongues
  4
  Compulsion, Confusion, Dimension Door, Freedom of Movement, Greater Invisibility, 
  Hallucinatory Terrain, Locate Creature, Polymorph
  5
  Animate Objects, Awaken, Dominate Person, Dream, Geas, Greater Restoraton, Hold Monster, 
  Legend Lore, Mass Cure Wounds, Mislead, Modify Memory, Planar Binding, Raise Dead, Scrying,
  Seeming, Teleportaton Circle
  6
  Eyebite, Find the Path, Guards and Wards, Mass Suggeston, Oto’s Irresistble Dance, 
  Programmed Illusion, True Seeing
  7
  Etherealness, Forcecage, Mirage Arcane, Mordenkainen’s Magnifcent Mansion, Mordenkainen’s
  Sword, Project Image, Regenerate, Resurrecton, Symbol, Teleport
  8
  Dominate Monster, Feeblemind, Glibness, Mind Blank, Power Word Stun
  9
  Foresight, Power Word Heal, Power Word Kill, True Polymorph
  Cleric
  0
  Guidance, Light, Mending, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy
  1
  Bane, Bless, Command, Create or Destroy Water, Cure Wounds, DetectEvilandGood, Detect 
  Magic, Detect Poison and Disease, Guiding Bolt, Healing Word, Infict Wounds, Protecton from 
  Evil and Good, Purify Food and Drink, Sanctuary, Shield of Faith
  2
  Aid, Augury, Blindness/Deafness, Calm Emotons, Contnual Flame, Enhance Ability, Find Traps, 
  Gentle Repose, Hold Person, Lesser Restoraton, Locate Object, Prayer of Healing, Protecton 
  from Poison, Silence, Spiritual Weapon, Warding Bond, Zone of Truth
  3
  Animate Dead, Beacon of Hope, Bestow Curse, Clairvoyance, Create Food and Water, Daylight, 
  Dispel Magic, Feign Death, Glyph of Warding, Magic Circle, Mass Healing Word, Meld into Stone,
  Protecton from Energy, Remove Curse, Revivify, Sending, Speak with Dead, Spirit Guardians, 
  Tongues, Water Walk
  4
  Banishment, Control Water, Death Ward, Divinaton, Freedom of Movement, Guardian of Faith, 
  Locate Creature, Stone Shape
  5
  Commune, Contagion, Dispel Evil and Good, Flame Strike, Geas, Greater Restoraton, Hallow, 
  Insect Plague, Legend Lore, Mass Cure Wounds, Planar Binding, Raise Dead, Scrying
  6
  Blade Barrier, Create Undead, Find the Path, Forbiddance, Harm, Heal, Heroes’ Feast, Planar Ally,
  True Seeing, Word of Recall
  7
  Conjure Celestal, Divine Word, Etherealness, Fire Storm, Plane Shif, Regenerate, Resurrecton, 
  Symbol
  8
  Antmagic Field, Control Weather, Earthquake, Holy Aura
  9
  Astral Projecton, Gate, Mass Heal, True Resurrecton
  
  Druid
  0
  Druidcraf, Guidance, Mending, Poison Spray, Produce Flame, Resistance, Shillelagh, Thorn 
  Whip
  1
  Animal Friendship, Charm Person, Create or Destroy Water, Cure Wounds, Detect Magic, Detect 
  Poison and Disease, Entangle, Faerie Fire, Fog Cloud, Goodberry, Healing Word, Jump, 
  Longstrider, Purify Food and Drink, Speak with Animals, Thunderwave
  2
  Animal Messenger, Barkskin, Beast Sense, Darkvision, Enhance Ability, Find Traps, Flame Blade, 
  Flaming Sphere, Gust of Wind, Heat Metal, Hold Person, Lesser Restoraton, Locate Animals or 
  Plants, Locate Object, Moonbeam, Pass without Trace, Protecton from Poison, Spike Growth
  3
  Call Lightning, Conjure Animals, Daylight, Dispel Magic, Feign Death, Meld into Stone, Plant 
  Growth, Protecton from Energy, Sleet Storm, Speak with Plants, Water Breathing, Water Walk, 
  Wind Wall
  4
  Blight, Confusion, Conjure Minor Elementals, Conjure Woodland Beings, Control Water, 
  Dominate Beast, Freedom of Movement, Giant Insect, Grasping Vine, Hallucinatory Terrain, Ice 
  Storm, Locate Creature, Polymorph, Stone Shape, Stoneskin, Wall of Fire
  5
  Antlife Shell, Awaken, Commune with Nature, Conjure Elemental, Contagion, Geas, Greater 
  Restoraton, Insect Plague, Mass Cure Wounds, Planar Binding, Reincarnate, Scrying, Tree Stride,
  Wall of Stone
  6
  Conjure Fey, Find the Path, Heal, Heroes’ Feast, Move Earth, Sunbeam, Transport via Plants, 
  Wall of Thorns, Wind Walk
  7
  Fire Storm, Mirage Arcane, Plane Shif, Regenerate, Reverse Gravity
  8
  Animal Shapes, Antpathy/Sympathy, Control Weather, Earthquake, Feeblemind, Sunburst, 
  Tsunami
  9
  Foresight, Shapechange, Storm of Vengeance, True Resurrecton
  Paladin
  1
  Bless, Command, Compelled Duel, Cure Wounds, Detect Evil and Good, Detect Magic, Detect 
  Poison and Disease, Divine Favor, Heroism, Protecton from Evil and Good, Purify Food and 
  Drink, Searing Smite, Shield of Faith, Thunderous Smite, Wrathful Smite
  2
  Aid, Branding Smite, FindSteed, Lesser Restoraton, Locate Object, Magic Weapon, Protecton 
  from Poison, Zone of Truth
  3
  Aura of Vitality, Blinding Smite, Create Food and Water, Crusader's Mantle, Daylight, Dispel 
  Magic, Elemental Weapon, Magic Circle, Remove Curse, Revivify
  4
  Aura of Life, Aura of Purity, Banishment, Death Ward,  Locate Creature, Staggering Smite
  5
  Banishing Smite, Circle of Power, Destructve Wave*, Dispel Evil and Good, Geas, Raise Dead
  *Note: The player’s handbook mentons a spell “Destructve Smite”, but no such spell exists in the 
  spell list. Destructve Wave, on the other hand, is a 5th level spell with a verbal component and its 
  descripton fts something a Paladin would do prety well so I assume it’s a typo.
  Ranger
  1
  Alarm, Animal Friendship, Cure Wounds, Detect Magic, Detect Poison and Disease, Ensnaring 
  Strike, Fog Cloud, Goodberry, Hail of Thorns, Hunter’s Mark, Jump, Longstrider, Speak with 
  Animals
  2
  Animal Messenger, Barkskin, Beast Sense, Cordon of Arrows, Darkvision, Find Traps, Lesser 
  Restoraton, Locate Animals or Plants, Locate Object, Pass without Trace, Protecton from Poison,
  Silence, Spike Growth
  3
  Conjure Animals, Conjure Barrage, Daylight, Lightning Arrow, Nondetecton, Plant Growth, 
  Protecton from Energy, Speak with Plants, Water Breathing, Water Walk, Wind Wall
  
  4
  Conjure Woodland Beings, Freedom of Movement, Grasping Vine, Locate Creature, Stoneskin
  5
  Commune with Nature, Conjure Volley, Swif Quiver, Tree Stride
  Sorcerer
  0
  Acid Splash, Blade Ward, Chill Touch, Dancing Lights, Fire Bolt, Friends, Light, Mage Hand, 
  Mending, Message, Minor Illusion, Poison Spray, Prestdigitaton, Ray of Frost, Shocking Grasp, 
  True Strike
  1
  Burning Hands, Charm Person, Chromatc Orb, Color Spray, Comprehend Languages, 
  DetectMagic, Disguise Self, Expeditous Retreat, False Life, Feather Fall, Fog Cloud, Jump, Mage 
  Armor, Magic Missile, Ray of Sickness, Shield, Silent Image, Sleep, Thunderwave, Witch Bolt
  2
  Alter Self, Blindness/Deafness, Blur, Cloud of Daggers, Crown of Madness, Darkness, Darkvision,
  Detect Thoughts, Enhance Ability, Enlarge/Reduce, Gust of Wind, Hold Person, Invisibility, Knock,
  Levitate, Mirror Image, Misty Step, Phantasmal Force, Scorching Ray, See Invisibility, Shater, 
  Spider Climb, Suggeston, Web
  3
  Blink, Clairvoyance, Counterspell, Daylight, Dispel Magic, Fear, Fireball, Fly, Gaseous Form, 
  Haste, Hypnotc Patern, Lightning Bolt, Major Image, Protecton from Energy, Sleet Storm, Slow,
  Stnking Cloud, Tongues, Water Breathing, Water Walk
  4
  Banishment, Blight, Confusion, Dimension Door, Dominate Beast, Greater Invisibility, Ice Storm, 
  Polymorph, Stoneskin, Wall of Fire
  5
  Animate Objects, Cloudkill, Cone of Cold, Creaton, Dominate Person, Hold Monster, Insect 
  Plague, Seeming, Telekinesis, Teleportaton Circle, Wall of Stone
  6
  Arcane Gate, Chain Lightning, Circle of Death, Disintegrate, Eyebite, Globe of Invulnerability, 
  Mass Suggeston, Move Earth, Sunbeam, True Seeing
  7
  Delayed Blast Fireball, Etherealness, Finger of Death, Fire Storm, Plane Shif, Prismatc Spray, 
  Reverse Gravity, Teleport
  8
  Dominate Monster, Earthquake, Incendiary Cloud, Power Word Stun, Sunburst
  9
  Gate, Meteor Swarm, Power Word Kill, Time Stop, Wish
  Warlock
  0
  Blade Ward, Chill Touch, Eldritch Blast, Friends, Mage Hand, Minor Illusion, Poison Spray, 
  Prestdigitaton, True Strike
  1
  Armor of Agathys, Arms of Hadar, Charm Person, Comprehend Languages, Expeditous Retreat, 
  Hellish Rebuke, Hex, Illusory Script, Protecton from Evil and Good, Unseen Servant, Witch Bolt
  2
  Cloud of Daggers, Crown of Madness, Darkness, Enthrall, Hold Person, Invisibility, Mirror Image, 
  Misty Step, Ray of Enfeeblement, Shater, Spider Climb, Suggeston
  3
  Counterspell, Dispel Magic, Fear, Fly, Gaseous Form, Hunger of Hadar, Hypnotc Patern, Magic 
  Circle, Major Image, Remove Curse, Tongues, Vampiric Touch
  4
  Banishment, Blight, Dimension Door, Hallucinatory Terrain
  5
  Contact Other Plane, Dream, HoldMonster, Scrying
  6
  Arcane Gate, Circle of Death, Conjure Fey, Create Undead, Eyebite, Flesh to Stone, Mass 
  Suggeston, True Seeing
  7
  Etherealness, Finger of Death, Forcecage, Plane Shif
  8
  Demiplane, Dominate Monster, Feeblemind, Glibness, Power Word Stun
  9
  Astral Projecton, Foresight, Imprisonment, Power Word Kill, True Polymorph
  
  Wizard
  0
  Acid Splash, Blade Ward, Chill Touch, Dancing Lights, Fire Bolt, Friends, Light, Mage Hand, 
  Mending, Message, Minor Illusion, Poison Spray, Prestdigitaton, Ray of Frost, Shocking Grasp, 
  True Strike
  1
  Alarm, Burning Hands, Charm Person, Chromatc Orb, Color Spray, Comprehend Languages, 
  Detect Magic, Disguise Self, Expeditous Retreat, False Life, Feather Fall, Find Familiar, Fog Cloud,
  Grease, Identfy, Illusory Script, Jump, Longstrider, Mage Armor, Magic Missile, Protecton from 
  Evil and Good, Ray of Sickness, Shield, Silent Image, Sleep, Tasha’s Hideous Laughter, Tenser’s 
  Floatng Disk, Thunderwave, Unseen Servant, Witch Bolt
  2
  Alter Self, Arcane Lock, Blindness/Deafness, Blur, Cloud of Daggers, Contnual Flame, Crown of 
  Madness, Darkness, Darkvision, Detect Thoughts, Enlarge/Reduce, Flaming Sphere, Gentle 
  Repose, Gust of Wind, Hold Person, Invisibility, Knock, Levitate, Locate Object, Magic Mouth, 
  Magic Weapon, Melf’s Acid Arrow, Mirror Image, Misty Step, Nystul’s Magic Aura, Phantasmal 
  Force, Ray of Enfeeblement, Rope Trick, Scorching Ray, See Invisibility, Shater, Spider Climb, 
  Suggeston, Web
  3
  Animate Dead, Bestow Curse, Blink, Clairvoyance, Counterspell, Dispel Magic, Fear, Feign Death,
  Fireball, Fly, Gaseous Form, Glyph of Warding, Haste, Hypnotc Patern, Leomund’s Tiny Hut, 
  Lightning Bolt, Magic Circle, Major Image, Nondetecton, Phantom Steed, Protecton from 
  Energy, Remove Curse, Sending, Sleet Storm, Slow, Stnking Cloud, Tongues, Vampiric Touch, 
  Water Breathing
  4
  Arcane Eye, Banishment, Blight, Confusion, Conjure Minor Elementals, Control Water, 
  Dimension Door, Evard's Black Tentacles, Fabricate, Fire Shield, Greater Invisibility, Hallucinatory
  Terrain, Ice Storm, Leomund’s Secret Chest, Locate Creature, Mordenkainen’s Faithful Hound, 
  Mordenkainen’s Private Sanctum, Otluke’s Resilient Sphere, Phantasmal Killer, Polymorph, 
  Stone Shape, Stoneskin, Wall of Fire
  5
  Animate Objects, Bigby’s Hand, Cloudkill, Cone of Cold, Conjure Elemental, Contact Other Plane,
  Creaton, Dominate Person, Dream, Geas, Hold Monster, Legend Lore, Mislead, Modify 
  Memory, Passwall, Planar Binding, Rary’s Telepathic Bond, Scrying, Seeming, Telekinesis, 
  Teleportaton Circle, Wall of Force, Wall of Stone
  6
  Arcane Gate, Chain Lightning, Circle of Death, Contngency, Create Undead, Disintegrate, 
  Drawmij’s Instant Summons, Eyebite, Flesh to Stone, Globe of Invulnerability, Guards and 
  Wards, Magic Jar, Mass Suggeston, Move Earth, Otluke’s Freezing Sphere, Oto’s Irresistble 
  Dance, Programmed Illusion, Sunbeam, True Seeing, Wall of Ice
  7
  Delayed Blast Fireball, Etherealness, Finger of Death, Forcecage, Mirage Arcane, 
  Mordenkainen's Magnifcent Mansion, Mordenkainen’s Sword, Plane Shif, Prismatc Spray, 
  Project Image, Reverse Gravity, Sequester, Simulacrum, Symbol, Teleport
  8
  Antmagic Field, Antpathy/Sympathy, Clone, Control Weather, Demiplane, Dominate Monster, 
  Feeblemind, Incendiary Cloud, Maze, Mind Blank, Power Word Stun, Sunburst, Telepathy, Trap 
  the Soul*
  9
  Astral Projecton, Foresight, Gate, Imprisonment, Meteor Swarm, Power Word Kill, Prismatc 
  Wall, Shapechange, Time Stop, True Polymorph, Weird, Wish
  *There is no such spell among the spell descriptons. Sounds like something that became part of 
  Imprisonment and escaped the editor’s undoubtedly watchful eye.
  
  Acid Splash
  Conjuraton cantrip
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Instantaneous
  You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range
  that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6
  acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6),
  and 17th level (4d6).
  Aid
  2nd-level abjuraton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a tny strip of white cloth)
  Duraton: 8 hours
  Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range.
  Each target’s hit point maximum and current hit points increase by 5 for the duraton.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points
  increase by an additonal 5 for each slot level above 2nd.
  Alarm
  1st-level abjuraton (ritual)
  Castng Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a tny bell and a piece of fne silver wire)
  Duraton: 8 hours
  You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that
  is no larger than a 20-foot cube. Untl the spell ends, an alarm alerts you whenever a Tiny or larger
  creature touches or enters the warded area. When you cast the spell, you can designate creatures
  that won’t set of the alarm. You also choose whether the alarm is mental or audible. A mental alarm
  alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens
  you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60
  feet.
  
  Alter Self
  2nd-level transmutaton
  Castng Time: 1 acton
  Range: Self
  Components: V, S
  Duraton: Concentraton, up to 1 hour
  You assume a diferent form. When you cast the spell, choose one of the following optons, the
  efects of which last for the duraton of the spell. While the spell lasts, you can end one opton as an
  acton to gain the benefts of a diferent one.
  Aquatc Adaptaton. You adapt your body to an aquatc environment, sproutng gills and growing
  webbing between your fngers. 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, coloraton, and distnguishing
  characteristcs, if any. You can make yourself appear as a member of another race, though none of
  your statstcs change. You also can’t appear as a creature of a diferent 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 tme for the duraton of the spell, you can use your acton to change your appearance in this
  way again.
  Natural Weapons. You grow claws, fangs, spines, horns, or a diferent 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 profcient with your unarmed strikes. Finally, the natural
  weapon is magic and you have a +1 bonus to the atack and damage rolls you make using it.
  Animal Friendship
  1st-level enchantment
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a morsel of food)
  Duraton: 24 hours
  This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within
  range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise,
  the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duraton. If
  you or one of your companions harms the target, the spells ends.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can afect one
  additonal beast for each slot level above 1st.
  
  Animal Messenger
  2nd-level enchantment (ritual)
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a morsel of food)
  Duraton: 24 hours
  By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see
  within range, such as a squirrel, a blue jay, or a bat. You specify a locaton, which you must have
  visited, and a recipient who matches a general descripton, such as “a man or woman dressed in the
  uniform of the town guard” or “a red-haired dwarf wearing a pointed hat.” You also speak a message
  of up to twenty-fve words. The target beast travels for the duraton of the spell toward the specifed
  locaton, covering about 50 miles per 24 hours for a fying messenger, or 25 miles for other animals.
  When the messenger arrives, it delivers your message to the creature that you described, replicatng
  the sound of your voice. The messenger speaks only to a creature matching the descripton you gave.
  If the messenger doesn’t reach its destnaton before the spell ends, the message is lost, and the
  beast makes its way back to where you cast this spell.
  At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the duraton of the spell
  increases by 48 hours for each slot level above 2nd.
  Animal Shapes
  8th-level transmutaton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S
  Duraton: Concentraton, up to 24 hours 
  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 ratng of 4
  or lower. On subsequent turns, you can use your acton to transform afected creatures into new
  forms.
  The transformaton lasts for the duraton for each target, or untl the target drops to 0 hit points or
  dies. You can choose a diferent form for each target. A target’s game statstcs are replaced by the
  statstcs 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 actons 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 actvate, wield, or otherwise beneft from
  any of its equipment.
  
  Animate Dead
  3rd-level necromancy
  Castng Time: 1 minute
  Range: 10 feet
  Components: V, S, M (a drop of blood, a piece of fesh, and a pinch of bone dust)
  Duraton: Instantaneous 
  This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small
  humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an
  undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a
  corpse (the DM has the creature’s game statstcs).
  On each of your turns, you can use a bonus acton to mentally command any creature you made with
  this spell if the creature is within 60 feet of you (if you control multple creatures, you can command
  any or all of them at the same tme, issuing the same command to each one). You decide what acton
  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 partcular chamber or corridor. If you issue no commands, the creature
  only defends itself against hostle creatures. Once given an order, the creature contnues to follow it
  untl its task is complete.
  The creature is under your control for 24 hours, afer which it stops obeying any command you’ve
  given it. To maintain control of the creature for another 24 hours, you must cast this spell on the
  creature again before the current 24-hour period ends. This use of the spell reasserts your control
  over up to four creatures you have animated with this spell, rather than animatng a new one.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or
  reassert control over two additonal undead creatures for each slot level above 3rd. Each of the
  creatures must come from a diferent corpse or pile of bones.
  
  Animate Objects
  5th-level transmutaton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  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 untl the spell ends or untl reduced to 0 hit
  points.
  As a bonus acton, you can mentally command any creature you made with this spell if the creature is
  within 500 feet of you (if you control multple creatures, you can command any or all of them at the
  same tme, issuing the same command to each one). You decide what acton 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
  partcular chamber or corridor. If you issue no commands, the creature only defends itself against
  hostle creatures. Once given an order, the creature contnues to follow it untl its task is complete.
  Animated Object Statstcs
  Size
  HP
  AC
  Atack
  Str
  Dex
  Tiny
  20
  18
  +8, 1d4+4
  4
  18
  Small
  25
  16
  +6, 1d8+2
  6
  14
  Medium
  40
  13
  +5, 2d6+1
  10
  12
  Large
  50
  10
  +6, 2d10+2
  14
  10
  Huge
  80
  10
  +8, 2d12+4
  18
  6
  An animated object is a construct with AC, hit points, atacks, Strength, and Dexterity determined by
  its size. Its Consttuton 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 locomoton, it instead has a fying
  speed of 30 feet and can hover. If the object is securely atached 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 atack, it can make a single melee atack against a creature within 5 feet
  of it. It makes a slam atack with an atack bonus and bludgeoning dmage determined by its size. The
  DM might rule that a specifc object inficts 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
  additonal objects for each slot level above 5th.
  
  Antlife Shell
  5th-level abjuraton
  Castng Time: 1 acton
  Range: Self (10-foot radius)
  Components: V, S
  Duraton: Concentraton, up to 1 hour 
  A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining
  centered on you and hedging out creatures other than undead and constructs. The barrier lasts for
  the duraton. The barrier prevents an afected creature from passing or reaching through. An afected
  creature can cast spells or make atacks with ranged or reach weapons through the barrier.
  If you move so that an afected creature is forced to pass through the barrier, the spell ends.
  Antmagic Field
  8th-level abjuraton
  Castng Time: 1 acton
  Range: Self (10-foot-radius sphere)
  Components: V, S, M (a pinch of powdered iron or iron flings)
  Duraton: Concentraton, up to 1 hour
  A 10-foot-radius invisible sphere of antmagic surrounds you. This area is divorced from the magical
  energy that sufuses the multverse. Within the sphere, spells can’t be cast, summoned creatures
  disappear, and even magic items become mundane. Untl the spell ends, the sphere moves with you,
  centered on you. Spells and other magical efects, except those created by an artfact or a deity, are
  suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is
  consumed. While an efect is suppressed, it doesn’t functon, but the tme it spends suppressed
  counts against its duraton.
  Targeted Efects. Spells and other magical efects, such as magic missile and charm person, that
  target a creature or an object in the sphere have no efect on that target. 
  Areas of Magic. The area of another spell or magical efect, such as freball, can’t extend into the
  sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is
  suppressed. For example, the fames created by a wall of fre are suppressed within the sphere,
  creatng a gap in the wall if the overlap is large enough.
  Spells. Any actve spell or other magical efect on a creature or an object in the sphere is suppressed
  while the creature or object is in it.
  Magic Items. The propertes and powers of magic items are suppressed in the sphere. For example, a
  + 1 longsword in the sphere functons as a nonmagical longsword.
  A magic weapon’s propertes and powers are suppressed if it is used against a target in the sphere or
  wielded by an atacker in the sphere. If a magic weapon or a piece of magic ammuniton fully leaves
  the sphere (for example, if you fre a magic arrow or throw a magic spear at a target outside the
  sphere), the magic of the item ceases to be suppressed as soon as it exits.
  Magical Travel. Teleportaton and planar travel fail to work in the sphere, whether the sphere is the
  destnaton or the departure point for such magical travel. A portal to another locaton, world, or
  plane of existence, as w ell as an opening to an extradimensional space such as that created by the
  rope trick spell, temporarily closes while in the sphere.
  Creatures and Objects. A creature or object summoned or created by magic  temporarily winks out
  of existence in the sphere. Such a creature instantly reappears once the space the creature occupied
  is no longer within the sphere.
  Dispel Magic. Spells and magical efects such as dispel magic have no efect on the sphere. Likewise,
  the spheres created by diferent antmagic feld spells don’t nullify each other.
  
  Antpathy / Sympathy
  8th-level enchantment
  Castng Time: 1 hour
  Range: 60 feet
  Components: V, S, M (either a lump of alum soaked in vinegar for the antpathy efect or a drop of
  honey for the sympathy efect)
  Duraton: 10 days
  This spell atracts or repels creatures of your choice. You target something within range, either a
  Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a
  kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an
  aura that either atracts or repels the specifed creatures for the duraton. Choose antpathy or
  sympathy as the aura’s efect.
  Antpathy. The enchantment causes creatures of the kind you designated to feel an intense urge to
  leave the area and avoid the target. When such a creature can see the target or comes within 60 feet
  of it, the creature must succeed on a Wisdom saving throw or become frightened. The creature
  remains frightened while it can see the target or is within 60 feet of it. While frightened by the
  target, the creature must use its movement to move to the nearest safe spot from which it can’t see
  the target. If the creature moves more than 60 feet from the target and can’t see it, the creature is
  no longer frightened, but the creature becomes frightened again if it regains sight of the target or
  moves within 60 feet of it.
  Sympathy. The enchantment causes the specifed creatures to feel an intense urge to approach the
  target while within 60 feet of it or able to see it. When such a creature can see the target or comes
  within 60 feet of it, the creature must succeed on a Wisdom saving throw or use its movement on
  each of its turns to enter the area or move within reach of the target. When the creature has done
  so, it can’t willingly move away from the target. If the target damages or otherwise harms an afected
  creature, the afected creature can make a Wisdom saving throw to end the efect, as described
  below.
  Ending the Efect. If an afected creature ends its turn while not within 60 feet of the target or able
  to see it, the creature makes a Wisdom saving throw. On a successful save, the creature is no longer
  afected by the target and recognizes the feeling of repugnance or atracton as magical. In additon,
  a creature afected by the spell is allowed another Wisdom saving throw every 24 hours while the
  spell persists.
  A creature that successfully saves against this efect is immune to it for 1 minute, afer which tme it
  can be afected again.
  Arcane Eye
  4th-level divinaton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a bit of bat fur)
  Duraton: Concentraton, up to 1 hour
  You create an invisible, magical eye within range that hovers in the air for the duraton. You mentally
  receive visual informaton from the eye, which has normal vision and darkvision out to 30 feet. The
  eye can look in every directon. As an acton, you can move the eye up to 30 feet in any directon.
  There is no limit to how far away from you the eye can move, but it can’t enter another plane of
  existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as
  small as 1 inch in diameter.
  
  Arcane Gate
  6th-level conjuraton
  Castng Time: 1 acton
  Range: 500 feet
  Components: V, S
  Duraton: Concentraton, up to 10 minutes
  You create linked teleportaton portals that remain open for the duraton. Choose two points on the
  ground that you can see, one point within 10 feet of you and one point within 500 feet of you. A
  circular portal, 10 feet in diameter, opens over each point. If the portal would open in the space
  occupied by a creature, the spell fails, and the castng is lost.
  The portals are two-dimensional glowing rings flled with mist, hovering inches from the ground and
  perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which
  is the side that functons as a portal.
  Any creature or object entering the portal exits from the other portal as if the two were adjacent to
  each other; passing through a portal from the nonportal side has no efect. The mist that flls each
  portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus acton
  so that the actve side faces in a diferent directon.
  Arcane Lock
  2nd-level abjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes)
  Duraton: Untl dispelled
  You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the
  duraton. You and the creatures you designate when you cast this spell can open the object normally.
  You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1
  minute. Otherwise, it is impassable untl it is broken or the spell is dispelled or suppressed. Castng
  knock on the object suppresses arcane lock for 10 minutes.
  While afected by this spell, the object is more difcult to break or force open; the DC to break it or
  pick any locks on it increases by 10.
  Armor of Agathys
  1st-level abjuraton
  Castng Time: 1 acton
  Range: Self
  Components: V, S, M (a cup of water)
  Duraton: 1 hour
  A protectve magical force surrounds you, manifestng as a spectral frost that covers you and your
  gear. You gain 5 temporary hit points for the duraton. If a creature hits you with a melee atack while
  you have these hit points, the creature takes 5 cold damage.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the
  temporary hit points and the cold damage increase by 5 for each slot level above 1st.
  
  Arms of Hadar
  1st-level conjuraton
  Castng Time: 1 acton
  Range: Self (10-foot radius)
  Components: V, S
  Duraton: Instantaneous
  You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and bater
  all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On
  a failed save, a target takes 2d6 necrotc damage and can’t take reactons untl its next turn. On a
  successful save, the creature takes half damage, but sufers no other efect.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
  increases by 1d6 for each slot level above 1st.
  Astral Projecton
  9th-level necromancy
  Castng Time: 1 hour
  Range: 10 feet
  Components: V, S, M (for each creature you afect with this spell, you must provide one jacinth
  worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the
  spell consumes)
  Duraton: Special
  You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the
  spell fails and the castng is wasted if you are already on that plane). The material body you leave
  behind is unconscious and in a state of suspended animaton; it doesn’t need food or air and doesn’t
  age.
  Your astral body resembles your mortal form in almost every way, replicatng your game statstcs and
  possessions. The principal diference is the additon of a silvery cord that extends from between your
  shoulder blades and trails behind you, fading to invisibility afer 1 foot. This cord is your tether to
  your material body. As long as the tether remains intact, you can fnd your way home. If the cord is
  cut—something that can happen only when an efect specifcally states that it does—your soul and
  body are separated, killing you instantly.
  Your astral form can freely travel through the Astral Plane and can pass through portals there leading
  to any other plane. If you enter a new plane or return to the plane you were on when castng this
  spell, your body and possessions are transported along the silver cord, allowing you to re-enter your
  body as you enter the new plane.
  Your astral form is a separate incarnaton. Any damage or other efects that apply to it have no efect
  on your physical body, nor do they persist when you return to it.
  The spell ends for you and your companions when you use your acton to dismiss it. When the spell
  ends, the afected creature returns to its physical body, and it awakens.
  The spell might also end early for you or one of your companions. A successful dispel magic spell
  used against an astral or physical body ends the spell for that creature. If a creature’s original body or
  its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver
  cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended
  animaton.
  If you are returned to your body prematurely, your companions remain in their astral forms and must
  fnd their own way back to their bodies, usually by dropping to 0 hit points.
  
  Augury
  2nd-level divinaton (ritual)
  Castng Time: 1 minute
  Range: Self
  Components: V, S, M (specially marked stcks, bones, or similar tokens worth at least 25 gp)
  Duraton: Instantaneous
  By castng gem-inlaid stcks, rolling dragon bones, laying out ornate cards, or employing some other
  divining tool, you receive an omen from an otherworldly entty about the results of a specifc course
  of acton that you plan to take within the next 30 minutes. The DM chooses from the following
  possible omens:
  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren’t especially good or bad
  The spell doesn’t take into account any possible circumstances that might change the outcome, such
  as the castng of additonal spells or the loss or gain of a companion.
  If you cast the spell two or more tmes before completng your next long rest, there is a cumulatve
  25 percent chance for each castng afer the frst that you get a random reading. The DM makes this
  roll in secret.
  Aura of Life
  4th-level abjuraton
  Castng Time: 1 acton
  Range: Self (30-foot radius)
  Components: V
  Duraton: Concentraton, up to 10 minutes
  Life-preserving energy radiates from you in an aura with a 30-foot radius. Untl the spell ends, the
  aura moves with you, centered on you. Each nonhostle creature in the aura (including you) has
  resistance to necrotc damage, and its hit point maximum can't be reduced. In additon, a nonhostle,
  living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
  Aura of Purity
  4th-level abjuraton
  Castng Time: 1 acton
  Range: Self (30-foot radius)
  Components: V
  Duraton: Concentraton, up to 10 minutes
  Purifying energy radiates from you in an aura with a 30-foot radius. Untl the spell ends, the aura
  moves with you, centered on you. Each nonhostle creature in the aura (including you) can’t become
  diseased, has resistance to poison damage, and has advantage on saving throws against efects that
  cause any of the following conditons: blinded, charmed, deafened, frightened, paralyzed, poisoned,
  and stunned.
  
  Aura of Vitality
  3rd-level evocaton
  Castng Time: 1 acton
  Range: Self (30-foot radius)
  Components: V
  Duraton: Concentraton, up to 1 minute
  Healing energy radiates from you in an aura with a 30-foot radius. Untl the spell ends, the aura
  moves with you, centered on you. You can use a bonus acton to cause one creature in the aura
  (including you) to regain 2d6 hit points.
  Awaken
  5th-level transmutaton
  Castng Time: 8 hours
  Range: Touch
  Components: V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
  Duraton: Instantaneous
  Afer spending the castng tme 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 statstcs
  appropriate for the awakened plant, such as the statstcs for the awakened shrub or the awakened
  tree.
  The awakened beast or plant is charmed by you for 30 days or untl you or your companions do
  anything harmful to it. When the charmed conditon ends, the awakened creature chooses whether
  to remain friendly to you, based on how you treated it while it was charmed.
  Bane
  1st-level enchantment
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a drop of blood)
  Duraton: Concentraton, up to 1 minute
  Up to three creatures of your choice that you can see within range must make Charisma saving
  throws. Whenever a target that fails this saving throw makes an atack roll or a saving throw before
  the spell ends, the target must roll a d4 and subtract the number rolled from the atack roll or saving
  throw.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one
  additonal creature for each slot level above 1st.
  
  Banishing Smite
  5th-level abjuraton
  Castng Time: 1 bonus acton
  Range: Self
  Components: V
  Duraton: Concentraton, up to 1 minute
  The next tme you hit a creature with a weapon atack before this spell ends, your weapon crackles
  with force, and the atack deals an extra 5d10 force damage to the target. Additonally, if this atack
  reduces the target to 50 hit points or fewer, you banish it. If the target is natve to a diferent plane of
  existence than the one you’re on, the target disappears, returning to its home plane. If the target is
  natve to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the
  target is incapacitated. It remains there untl the spell ends, at which point the target reappears in
  the space it lef or in the nearest unoccupied space if that space is occupied.
  Banishment
  4th-level abjuraton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (an item distasteful to the target)
  Duraton: Concentraton, up to 1 minute
  You atempt to send one creature that you can see within range to another plane of existence. The
  target must succeed on a Charisma saving throw or be banished.
  If the target is natve to the plane of existence you’re on, you banish the target to a harmless
  demiplane. While there, the target is incapacitated. The target remains there untl the spell ends, at
  which point the target reappears in the space it lef or in the nearest unoccupied space if that space
  is occupied.
  If the target is natve to a diferent plane of existence than the one you’re on, the target is banished
  with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed,
  the target reappears in the space it lef or in the nearest unoccupied space if that space is occupied.
  Otherwise, the target doesn't return.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one
  additonal creature for each slot level above 4th.7
  Barkskin
  2nd-level transmutaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a handful of oak bark)
  Duraton: Concentraton, up to 1 hour
  You touch a willing creature. Untl 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.
  
  Beacon of Hope
  3rd-level abjuraton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S
  Duraton: Concentraton, up to 1 minute 
  This spell bestows hope and vitality. Choose any number of creatures within range. For the duraton,
  each target has advantage on Wisdom saving throws and death saving throws, and regains the
  maximum number of hit points possible from any healing.
  Beast Sense
  2nd-level divinaton (ritual)
  Castng Time: 1 acton
  Range: Touch
  Components: S
  Duraton: Concentraton, up to 1 hour
  You touch a willing beast. For the duraton of the spell, you can use your acton to see through the
  beast’s eyes and hear what it hears, and contnue to do so untl you use your acton to return to your
  normal senses. While perceiving through the beast’s senses, you gain the benefts of any special
  senses possessed by that creature, though you are blinded and deafened to your own surroundings.
  Bestow Curse
  3rd-level necromancy
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed
  for the duraton of the spell. When you cast this spell, choose the nature of the curse from the
  following optons:
  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving
  throws made with that ability score.
  • While cursed, the target has disadvantage on atack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it
  fails, it wastes its acton that turn doing nothing.
  • While the target is cursed, your atacks and spells deal an extra 1d8 necrotc damage to the target.
  A remove curse spell ends this efect. At the DM’s opton, you may choose an alternatve curse efect,
  but it should be no more powerful than those described above. The DM has fnal say on such a
  curse’s efect.
  At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duraton is
  concentraton, up to 10 minutes. If you use a spell slot of 5th level or higher, the duraton is 8 hours.
  If you use a spell slot of 7th level or higher, the duraton is 24 hours. If you use a 9th level spell slot,
  the spell lasts untl it is dispelled. Using a spell slot of 5th level or higher grants a duraton that
  doesn’t require concentraton.
  
  Bigby’s Hand
  5th-level evocaton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S, M (an eggshell and a snakeskin glove)
  Duraton: Concentraton, up to 1 minute
  You create a Large hand of shimmering, translucent force in an unoccupied space that you can see
  within range. The hand lasts for the spell’s duraton, and it moves at your command, mimicking the
  movements of your own hand.
  The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0
  hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fll
  its space. 
  When you cast the spell and as a bonus acton on your subsequent turns, you can move the hand up
  to 60 feet and then cause one of the following efects with it.
  Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell atack
  for the hand using your game statstcs. On a hit, the target takes 4d8 force damage.
  Forceful Hand. The hand atempts to push a creature within 5 feet of it in a directon you choose.
  Make a check with the hand’s Strength contested by the Strength (Athletcs) check of the target. If
  the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes
  the target up to 5 feet plus a number of feet equal to fve tmes your spellcastng ability modifer. The
  hand moves with the target to remain within 5 feet of it.
  Grasping Hand. The hand atempts to grapple a Huge or smaller creature within 5 feet of it. You use
  the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have
  advantage on the check. While the hand is grappling the target, you can use a
  bonus acton to have the hand crush it. When you do so, the target takes bludgeoning damage equal
  to 2d6 + your spellcastng ability modifer.
  Interposing Hand. The hand interposes itself between you and a creature you choose untl you give
  the hand a diferent command. The hand moves to stay between you and the target, providing you
  with half cover against the target. The target can't move through the hand’s space if its Strength
  score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s
  Strength score, the target can move toward you through the hand’s space, but that space is difcult
  terrain for the target.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from
  the clenched fst opton increases by 2d8 and the damage from the grasping hand increases by 2d6
  for each slot level above 5th.
  
  Blade Barrier
  6th-level evocaton
  Castng Time: 1 acton
  Range: 90 feet
  Components: V, S
  Duraton: Concentraton, up to 10 minutes
  You create a vertcal wall of whirling, razor-sharp blades made of magical energy. The wall appears
  within range and lasts for the duraton. You can make a straight wall up to 100 feet long, 20 feet high,
  and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall
  provides three-quarters cover to creatures behind it, and its space is difcult terrain. When a
  creature enters the wall’s area for the frst tme on a turn or starts its turn there, the creature must
  make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a
  successful save, the creature takes half as much damage.
  Blade Ward
  Abjuraton cantrip
  Castng Time: 1 acton
  Range: Self
  Components: V, S
  Duraton: 1 round
  You extend your hand and trace a sigil of warding in the air. Untl the end of your next turn, you have
  resistance against bludgeoning, piercing, and slashing damage dealt by weapon atacks.
  Bless
  1st-level enchantment
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a sprinkling of holy water)
  Duraton: Concentraton, up to 1 minute
  You bless up to three creatures of your choice within range. Whenever a target makes an atack roll
  or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the
  atack roll or saving throw.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one
  additonal creature for each slot level above 1st.
  Blight
  4th-level necromancy
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S
  Duraton: Instantaneous
  Necromantc energy washes over a creature of your choice that you can see within range, draining
  moisture and vitality from it. The target must make a Consttuton saving throw. The target takes 8d8
  necrotc damage on a failed save or half as much damage on a successful one. This spell has no efect
  on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw
  with disadvantage, and the spell deals maximum damage to it.
  If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving
  throw; it simply withers and dies.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage
  increases by 1d8 for each slot level above 4th.
  
  Blinding Smite
  3rd-level evocaton
  Castng Time: 1 bonus acton
  Range: Self
  Components: V
  Duraton: Concentraton, up to 1 minute
  The next tme you hit a creature with a melee weapon atack during this spell’s duraton, your
  weapon fares with bright light, and the atack deals an extra 3d8 radiant damage to the target.
  Additonally, the target must succeed on a Consttuton saving throw or be blinded untl the spell
  ends.
  A creature blinded by this spell makes another Consttuton saving throw at the end of each of its
  turns. On a successful save, it is no longer blinded.
  Blindness/Deafness
  2nd-level necromancy
  Castng Time: 1 acton
  Range: 30 feet
  Components: V
  Duraton: 1 minute
  You can blind or deafen a foe. Choose one creature that you can see within range to make a
  Consttuton saving throw. If it fails, the target is either blinded or deafened (your choice) for the
  duraton. At the end of each of its turns, the target can make a Consttuton saving throw. On a
  success, the spell ends.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one
  additonal creature for each slot level above 2nd.
  Blink
  3rd-level transmutaton
  Castng Time: 1 acton
  Range: Self
  Components: V, S
  Duraton: 1 minute
  Roll a d20 at the end of each of your turns for the duraton 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
  castng is wasted if you w ere 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 acton.
  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 afect and be
  afected 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.
  
  Blur
  2nd-level illusion
  Castng Time: 1 acton
  Range: Self
  Components: V
  Duraton: Concentraton, up to 1 minute
  Your body becomes blurred, shifing and wavering to all who can see you. For the duraton, any
  creature has disadvantage on atack rolls against you. An atacker is immune to this efect if it doesn’t
  rely on sight, as with blindsight, or can see through illusions, as with truesight.
  Branding Smite
  2nd-level evocaton
  Castng Time: 1 bonus acton
  Range: Self
  Components: V
  Duraton: Concentraton, up to 1 minute 
  The next tme you hit a creature with a weapon atack before this spell ends, the weapon gleams
  with astral radiance as you strike. The atack deals an extra 2d6 radiant damage to the target, which
  becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become
  invisible untl the spell ends.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage
  increases by 1d6 for each slot level above 2nd.
  Burning Hands
  1st-level evocaton
  Castng Time: 1 acton
  Range: Self (15-foot cone)
  Components: V, S
  Duraton: Instantaneous
  As you hold your hands with thumbs touching and fngers spread, a thin sheet of fames shoots forth
  from your outstretched fngertps. Each creature in a 15-foot cone must make a Dexterity saving
  throw. A creature takes 3d6 fre damage on a failed save, or half as much damage on a successful
  one.
  The fre ignites any fammable objects in the area that aren’t being worn or carried.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
  increases by 1d6 for each slot level above 1st.
  
  Call Lightning
  3rd-level conjuraton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: Concentraton, up to 10 minutes
  A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on
  a point you can see 100 feet directly above you. The spell fails if you can’t see a point in the air where
  the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud).
  When you cast the spell, choose a point you can see within range. A bolt of lightning fashes down
  from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving
  throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a
  successful one. On each of your turns untl the spell ends, you can use your acton to call down
  lightning in this way again, targetng the same point or a diferent one.
  If you are outdoors in stormy conditons when you cast this spell, the spell gives you control over the
  existng storm instead of creatng a new one. Under such conditons, the spell’s damage increases by
  1d10.
  At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage
  increases by 1d10 for each slot level above 3rd.
  Calm Emotons
  2nd-level enchantment
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  You atempt to suppress strong emotons in a group of people. Each humanoid in a 20-foot-radius
  sphere centered on a point you choose within range must make a Charisma saving throw; a creature
  can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the
  following two efects.
  You can suppress any efect causing a target to be charmed or frightened. When this spell ends, any
  suppressed efect resumes, provided that its duraton has not expired in the meantme.
  Alternatvely, you can make a target indiferent about creatures of your choice that it is hostle
  toward. This indiference ends if the target is atacked or harmed by a spell or if it witnesses any of its
  friends being harmed.
  When the spell ends, the creature becomes hostle again, unless the DM rules otherwise.
  
  Chain Lightning
  6th-level evocaton
  Castng Time: 1 acton
  Range: 150 feet
  Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)
  Duraton: Instantaneous 
  You create a bolt of lightning that arcs toward a target of your choice that you can see within range.
  Three bolts then leap from that target to as many as three other targets, each of which must be
  within 30 feet of the frst target. A target can be a creature or an object and can be targeted by only
  one of the bolts.
  A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed
  save, or half as much damage on a successful one.
  At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additonal bolt
  leaps from the frst target to another target for each slot level above 6th.
  Charm Person
  1st-level enchantment
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S
  Duraton: 1 hour
  You atempt to charm a humanoid you can see within range. It must make a Wisdom saving throw,
  and does so with advantage if you or your companions are fghtng it. If it fails the saving throw, it is
  charmed by you untl the spell ends or untl you or your companions do anything harmful to it. The
  charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it
  was charmed by you.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one
  additonal creature for each slot level above 1st. The creatures must be within 30 feet of each other
  when you target them.
  Chill Touch
  Necromancy cantrip
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: 1 round
  You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell atack
  against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotc
  damage, and it can’t regain hit points untl the start of your next turn. Untl then, the hand clings to
  the target. 
  If you hit an undead target, it also has disadvantage on atack rolls against you untl the end of your
  next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and
  17th level (4d8).
  
  Chromatc Orb
  1st-level evocaton
  Castng Time: 1 acton
  Range: 90 feet
  Components: V, S, M (a diamond worth at least 50 gp)
  Duraton: Instantaneous
  You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose
  acid, cold, fre, lightning, poison, or thunder for the type of orb you create, and then make a ranged
  spell atack against the target. If the atack hits, the creature takes 3d8 damage of the type you
  chose.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
  increases by 1d8 for each slot level above 1st.
  Circle of Death
  6th-level necromancy
  Castng Time: 1 acton
  Range: 150 feet
  Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
  Duraton: Instantaneous
  A sphere of negatve energy ripples out in a 60-foot radius sphere from a point within range. Each
  creature in that area must make a Consttuton saving throw. A target takes 8d6 necrotc damage on
  a failed save, or half as much damage on a successful one.
  At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage
  increases by 2d6 for each slot level above 6th.
  Circle of Power
  5th-level abjuraton
  Castng Time: 1 acton
  Range: Self (30-foot radius)
  Components: V
  Duraton: Concentraton, up to 10 minutes
  Divine energy radiates from you, distortng and difusing magic al energy within 30 feet of you. Untl
  the spell ends, the sphere moves with you, centered on you. For the duraton, each friendly creature
  in the area (including you) has advantage on saving throws against spells and other magical efects.
  Additonally, when an afected creature succeeds on a saving throw made against a spell or magical
  efect that allows it to make a saving throw to take only half damage, it instead takes no damage if it
  succeeds on the saving throw.
  
  Clairvoyance
  3rd-level divinaton
  Castng Time: 10 minutes
  Range: 1 mile
  Components: V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye
  for seeing)
  Duraton: Concentraton, up to 10 minutes 
  You create an invisible sensor within range in a locaton familiar to you (a place you have visited or
  seen before) or in an obvious locaton that is unfamiliar to you (such as behind a door, around a
  corner, or in a grove of trees). The sensor remains in place for the duraton, and it can’t be atacked
  or otherwise interacted with.
  When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the
  sensor as if you were in its space. A s your acton, you can switch between seeing and hearing.
  A creature that can see the sensor (such as a creature beneftng from see invisibility or truesight)
  sees a luminous, intangible orb about the size of your fst.
  Clone
  8th-level necromancy
  Castng Time: 1 hour
  Range: Touch
  Components: V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of fesh of the
  creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has
  a sealable lid and is large enough to hold a Medium creature, such as a huge urn, cofn, mud-flled
  cyst in the ground, or crystal container flled with salt water)
  Duraton: Instantaneous
  This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms
  inside a sealed vessel and grows to full size and maturity afer 120 days; you can also choose to have
  the clone be a younger version of the same creature. It remains inert and endures indefnitely, as
  long as its vessel remains undisturbed.
  At any tme afer the clone matures, if the original creature dies, its soul transfers to the clone,
  provided that the soul is free and willing to return. The clone is physically identcal to the original and
  has the same personality, memories, and abilites, but none of the original’s equipment. The original
  creature’s physical remains, if they stll exist, become inert and can’t thereafer be restored to life,
  since the creature’s soul is elsewhere.
  Cloud of Daggers
  2nd-level conjuraton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a sliver of glass)
  Duraton: Concentraton, up to 1 minute
  You fll the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose
  within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the frst tme
  on a turn or starts its turn there.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage
  increases by 2d4 for each slot level above 2nd.
  
  Cloudkill
  5th-level conjuraton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: Concentraton, up to 10 minutes
  You create a 20-foot-radius sphere of poisonous, yellowgreen fog centered on a point you choose
  within range. The fog spreads around corners. It lasts for the duraton or untl strong wind disperses
  the fog, ending the spell. Its area is heavily obscured.
  When a creature enters the spell’s area for the frst tme on a turn or starts its turn there, that
  creature must make a Consttuton saving throw. The creature takes 5d8 poison damage on a failed
  save, or half as much damage on a successful one. Creatures are afected even if they hold their
  breath or don’t need to breathe.
  The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of
  the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring
  down openings.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage
  increases by 1d8 for each slot level above 5th.
  Color Spray
  1st-level illusion
  Castng Time: 1 acton
  Range: S e l f (15-foot cone)
  Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue)
  Duraton: 1 round
  A dazzling array of fashing, colored light springs from your hand. Roll 6d10; the total is how many hit
  points of creatures this spell can efect. Creatures in a 15-foot cone originatng from you are afected
  in ascending order of their current hit points (ignoring unconscious creatures and creatures that
  can’t see).
  Startng with the creature that has the lowest current hit points, each creature afected by this spell
  is blinded untl the spell ends. 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 afected.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additonal
  2d10 for each slot level above 1st.
  
  Command
  1st-level enchantment
  Castng Time: 1 acton
  Range: 60 feet
  Components: V
  Duraton: 1 round
  You speak a one-word command to a creature you can see within range. The target must succeed on
  a Wisdom saving throw or follow the command on its next turn. The spell has no efect if the target is
  undead, if it doesn’t understand your language, or if your command is directly harmful to it. 
  Some typical commands and their efects follow. You might issue a command other than one
  described here. If you do so, the DM determines how the target behaves. If the target can’t follow
  your command, the spell ends.
  Approach. The target moves toward you by the shortest and most direct route, ending its turn if it
  moves within 5 feet of you.
  Drop. The target drops whatever it is holding and then ends its turn.
  Flee. The target spends its turn moving away from you by the fastest available means.
  Grovel. The target falls prone and then ends its turn.
  Halt. The target doesn’t move and takes no actons. A fying creature stays alof, provided that it is
  able to do so. If it must move to stay alof, it fies the minimum distance needed to remain in the air.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can afect one
  additonal creature for each slot level above 1st. The creatures must be within 30 feet of each other
  when you target them.
  Commune
  5th-level divinaton (ritual)
  Castng Time: 1 minute
  Range: Self
  Components: V, S, M (incense and a vial of holy or unholy water)
  Duraton: 1 minute
  You contact your deity or a divine proxy and ask up to three questons that can be answered with a
  yes or no. You must ask your questons before the spell ends. You receive a correct answer for each
  queston. 
  Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a
  queston pertains to informaton that lies beyond the deity’s knowledge. In a case where a one-word
  answer could be misleading or contrary to the deity’s interests, the DM might ofer a short phrase as
  an answer instead.
  If you cast the spell two or more tmes before fnishing your next long rest, there is a cumulatve 25
  percent chance for each castng afer the frst that you get no answer. The DM makes this roll in
  secret. 
  
  Commune with Nature
  5th-level divinaton (ritual)
  Castng Time: 1 minute
  Range: Self
  Components: V, S
  Duraton: Instantaneous
  You briefy become one with nature and gain knowledge of the surrounding territory. In the
  outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural
  underground setngs, the radius is limited to 300 feet. The spell doesn’t functon where nature has
  been replaced by constructon, such as in dungeons and towns.
  You instantly gain knowledge of up to three facts of your choice about any of the following subjects
  as they relate to the area:
  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestals, fey, fends, elementals, or undead
  • infuence from other planes of existence
  • buildings
  For example, you could determine the locaton of powerful undead in the area, the locaton of major
  sources of safe drinking water, and the locaton of any nearby towns.
  Compelled Duel
  1st-level enchantment
  Castng Time: 1 bonus acton
  Range: 30 feet
  Components: V
  Duraton: Concentraton, up to 1 minute
  You atempt to compel a creature into a duel. One creature that you can see within range must make
  a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine
  demand. For the duraton, it has disadvantage on atack rolls against creatures other than you, and
  must make a Wisdom saving throw each tme it atempts to move to a space that is more than 30
  feet away from you; if it succeeds on this saving throw, this spell doesn’t restrict the target’s
  movement for that turn.
  The spell ends if you atack any other creature, if you cast a spell that targets a hostle creature other
  than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if
  you end your turn more than 30 feet away from the target.
  Comprehend Languages
  1st-level divinaton (ritual)
  Castng Time: 1 acton
  Range: Self
  Components: V, S, M (a pinch of soot and salt)
  Duraton: 1 hour
  For the duraton, you understand the literal meaning of any spoken language that you hear. You also
  understand any writen language that you see, but you must be touching the surface on which the
  words are writen. It takes about 1 minute to read one page of text.
  This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part
  of a writen language.
  
  Compulsion
  4th-level enchantment
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  Creatures of your choice that you can see within range and that can hear you must make a Wisdom
  saving throw. A target automatcally succeeds on this saving throw if it can’t be charmed. On a failed
  save, a target is afected by this spell. Untl the spell ends, you can use a bonus acton on each of your
  turns to designate a directon that is horizontal to you. Each afected target must use as much of its
  movement as possible to move in that directon on its next turn. It can take its acton before it
  moves. Afer moving in this way, it can make another Wisdom saving to try to end the efect.
  A target isn’t compelled to move into an obviously deadly hazard, such as a fre or pit, but it will
  provoke opportunity atacks to move in the designated directon.
  Cone of Cold
  5th-level evocaton
  Castng Time: 1 acton
  Range: Self (60-foot cone)
  Components: V, S, M (a small crystal or glass cone)
  Duraton: Instantaneous
  A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Consttuton
  saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a
  successful one. A creature killed by this spell becomes a frozen statue untl it thaws.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage
  increases by 1d8 for each slot level above 5th.
  Confusion
  4th-level enchantment
  Castng Time: 1 acton
  Range: 90 feet
  Components: V, S, M (three nut shells)
  Duraton: Concentraton, up to 1 minute
  This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled
  acton. Each creature in a 10-foot-radius sphere centered on a point you choose within range must
  succeed on a Wisdom saving throw when you cast this spell or be afected by it.
  An afected target can’t take reactons and must roll a d10 at the start of each of its turns to
  determine its behavior for that turn.
  At the end of each of its turns, an afected target can make a Wisdom saving throw. If it succeeds,
  this efect ends for that target.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the
  sphere increases by 5 feet for each slot level above 4th.
  
  Conjure Animals
  3rd-level conjuraton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Concentraton, up to 1 hour
  You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can
  see within range. Choose one of the following optons for what appears:
  • One beast of challenge ratng 2 or lower
  • Two beasts of challenge ratng 1 or lower
  • Four beasts of challenge ratng 1/2 or lower
  • Eight beasts of challenge ratng 1/4 or lower
  Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell
  ends. The summoned creatures are friendly to you and your companions. Roll initatve for the
  summoned creatures as a group, which has its own turns. They obey any verbal commands that you
  issue to them (no acton required by you). If you don’t issue any commands to them, they defend
  themselves from hostle creatures, but otherwise take no actons.
  The DM has the creatures’ statstcs.
  At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of
  the summoning optons above, and more creatures appear: twice as many with a 5th-level slot, three
  tmes as many with a 7th-level slot, and four tmes as many with a 9th-level slot.
  Conjure Barrage
  3rd-level conjuraton
  Castng Time: 1 acton
  Range: Self (60-foot cone)
  Components: V, S, M (one piece of ammuniton or a thrown weapon)
  Duraton: Instantaneous
  You throw a nonmagical weapon or fre a piece of nonmagical ammuniton into the air to create a
  cone of identcal weapons that shoot forward and then disappear. Each creature in a 60-foot cone
  must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as
  much damage on a successful one. The damage type is the same as that of the weapon or
  ammuniton used as a component.
  
  Conjure Celestal
  7th-level conjuraton
  Castng Time: 1 minute
  Range: 90 feet
  Components: V, S
  Duraton: Concentraton, up to 1 hour
  You summon a celestal of challenge ratng 4 or lower, which appears in an unoccupied space that
  you can see within range. The celestal disappears when it drops to 0 hit points or when the spell
  ends.
  The celestal is friendly to you and your companions for the duraton. Roll initatve for the celestal,
  which has its own turns. It obeys any verbal commands that you issue to it (no acton required by
  you), as long as they don’t violate its alignment. If you don’t issue any commands to the celestal, it
  defends itself from hostle creatures but otherwise takes no actons. The DM has the celestal’s
  statstcs.
  At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestal of
  challenge ratng 5 or lower.
  Conjure Elemental
  5th-level conjuraton
  Castng Time: 1 minute
  Range: 90 feet
  Components: V, S, M (burning incense for air, sof clay for earth, sulfur and phosphorus for fre, or
  water and sand for water)
  Duraton: Concentraton, up to 1 hour
  You call forth an elemental servant. Choose an area of air, earth, fre, or water that flls a 10-foot
  cube within range. An elemental of challenge ratng 5 or lower appropriate to the area you chose
  appears in an unoccupied space within 10 feet of it. For example, a fre elemental emerges from a
  bonfre, and an earth elemental rises up from the ground. The elemental disappears when it drops to
  0 hit points or when the spell ends.
  The elemental is friendly to you and your companions for the duraton. Roll initatve for the
  elemental, which has its own turns. It obeys any verbal commands that you issue to it (no acton
  required by you). If you don’t issue any commands to the elemental, it defends itself from hostle
  creatures but otherwise takes no actons.
  If your concentraton is broken, the elemental doesn’t disappear. Instead, you lose control of the
  elemental, it becomes hostle toward you and your companions, and it might atack. An uncontrolled
  elemental can’t be dismissed by you, and it disappears 1 hour afer you summoned it. The DM has
  the elemental’s statstcs.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge ratng
  increases by 1 for each slot level above 5th. 
  
  Conjure Fey
  6th-level conjuraton
  Castng Time: 1 minute
  Range: 90 feet
  Components: V, S
  Duraton: Concentraton, up to 1 hour
  You summon a fey creature of challenge ratng 6 or lower, or a fey spirit that takes the form of a
  beast of challenge ratng 6 or lower. It appears in an unoccupied space that you can see within range.
  The fey creature disappears when it drops to 0 hit points or when the spell ends.
  The fey creature is friendly to you and your companions for the duraton. Roll initatve for the
  creature, which has its own turns. It obeys any verbal commands that you issue to it (no acton
  required by you), as long as they don't violate its alignment. If you don’t issue any commands to the
  fey creature, it defends itself from hostle creatures but otherwise takes no actons.
  If your concentraton is broken, the fey creature doesn’t disappear. Instead, you lose control of the
  fey creature, it becomes hostle toward you and your companions, and it might atack. An
  uncontrolled fey creature can't be dismissed by you, and it disappears 1 hour afer you summoned it.
  The DM has the fey creature’s statstcs.
  At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge ratng
  increases by 1 for each slot level above 6th.
  Conjure Minor Elementals
  4th-level conjuraton
  Castng Time: 1 minute
  Range: 90 feet
  Components: V, S
  Duraton: Concentraton, up to 1 hour
  You summon elementals that appear in unoccupied spaces that you can see within range. You choose
  one the following optons for what appears:
  • One elemental of challenge ratng 2 or lower
  • Two elementals of challenge ratng 1 or lower
  • Four elementals of challenge ratng 1/2 or lower
  • Eight elementals of challenge ratng 1/4 or lower.
  An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell
  ends.
  The summoned creatures are friendly to you and your companions. Roll initatve for the summoned
  creatures as a group, which has its own turns. They obey any verbal commands that you issue to
  them (no acton required by you). If you don’t issue any commands to them, they defend themselves
  from hostle creatures, but otherwise take no actons.
  The DM has the creatures' statstcs.
  At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the
  summoning optons above, and more creatures appear: twice as many with a 6th-level slot and three
  tmes as many with an 8th-level slot.
  
  Conjure Volley
  5th-level conjuraton
  Castng Time: 1 acton
  Range: 150 feet
  Components: V, S , M (one piece of ammuniton or one thrown weapon)
  Duraton: Instantaneous
  You fre a piece of nonmagical ammuniton from a ranged weapon or throw a nonmagical weapon
  into the air and choose a point within range. Hundreds of duplicates of the ammuniton or weapon
  fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder
  centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed
  save, or half as much damage on a successful one. The damage type is the same as that of the
  ammuniton or weapon.
  Conjure Woodland Beings
  4th-level conjuraton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (one holly berry per creature summoned)
  Duraton: Concentraton, up to 1 hour You summon fey creatures that appear in unoccupied spaces
  that you can see within range. Choose one of the following optons for what appears:
  • One fey creature of challenge ratng 2 or lower
  • Two fey creatures of challenge ratng 1 or lower
  • Four fey creatures of challenge ratng 1/2 or lower
  • Eight fey creatures of challenge ratng 1/4 or lower
  A summoned creature disappears when it drops to 0 hit points or when the spell ends.
  The summoned creatures are friendly to you and your companions. Roll initatve for the summoned
  creatures as a group, which have their own turns. They obey any verbal commands that you issue to
  them (no acton required by you). If you don't issue any commands to them, they defend themselves
  from hostle creatures, but otherwise take no actons.
  The DM has the creatures’ statstcs.
  At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the
  summoning optons above, and more creatures appear: twice as many with a 6th-level slot and three
  tmes as many with an 8th-level slot.
  Contact Other Plane
  5th-level divinaton (ritual)
  Castng Time: 1 minute
  Range: Self
  Components: V
  Duraton: 1 minute
  You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entty from
  another plane. Contactng this extraplanar intelligence can strain or even break your mind. When you
  cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and
  are insane untl you fnish a long rest. While insane, you can’t take actons, can’t understand what
  other creatures say, can’t read, and speak only in gibberish. A greater restoraton spell cast on you
  ends this efect.
  On a successful save, you can ask the entty up to fve questons. You must ask your questons before
  the spell ends. The DM answers each queston with one word, such as “yes,” “no,” “maybe,” “never,”
  “irrelevant,” or “unclear” (if the entty doesn’t know the answer to the queston). If a one-word
  answer would be misleading, the DM might instead ofer a short phrase as an answer.
  
  Contagion
  5th-level necromancy
  Castng Time: 1 acton
  Range: Touch
  Component: V, S
  Duraton: 7 days
  Your touch inficts disease. Make a melee spell atack against a creature within your reach. On a hit,
  you afict the creature with a disease of your choice from any of the ones described below.
  At the end of each of the target’s turns, it must make a Consttuton saving throw. Afer failing three
  of these saving throws, the disease’s efects last for the duraton, and the creature stops making
  these saves. Afer succeeding on three of these saving throws, the creature recovers from the
  disease, and the spell ends. Since this spell induces a natural disease in its target, any efect that
  removes a disease or otherwise ameliorates a disease’s efects apply to it.
  Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has
  disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
  Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on
  Strength checks, Strength saving throws, and atack rolls that use Strength.
  Flesh Rot. The creature’s fesh decays. The creature has disadvantage on Charisma checks and
  vulnerability to all damage.
  Mindfre. The creature’s mind becomes feverish. The creature has disadvantage on Intelligence
  checks and Intelligence saving throws, and the creature behaves as if under the efects of the
  confusion spell during combat.
  Seizure. The creature is overcome with shaking. The creature has disadvantage on Dexterity checks,
  Dexterity saving throws, and atack rolls that use Dexterity.
  Slimy Doom. The creature begins to bleed uncontrollably. The creature has disadvantage on
  Consttuton checks and Consttuton saving throws. In additon, whenever the creature takes
  damage, it is stunned untl the end of its next turn.
  Contngency
  6th-level evocaton
  Castng Time: 10 minutes
  Range: Self
  Components: V, S, M (a statuete of yourself carved from ivory and decorated with gems worth at
  least 1,500 gp)
  Duraton: 10 days
  Choose a spell of 5th level or lower that you can cast, that has a castng tme of 1 acton, and that can
  target you. You cast that spell—called the contngent spell—as part of castng contngency, expending
  spell slots for both, but the contngent spell doesn't come into efect. Instead, it takes efect when a
  certain circumstance occurs. You describe that circumstance when you cast the two spells. For
  example, a contngency cast with water breathing might stpulate that water breathing comes into
  efect when you are engulfed in water or a similar liquid. The contngent spell takes efect
  immediately afer the circumstance is met for the frst tme, whether or not you want it to. and then
  contngency ends.
  The contngent spell takes efect only on you, even if it can normally target others. You can use only
  one contngency spell at a tme. If you cast this spell again, the efect of another contngency spell on
  you ends. Also, contngency ends on you if its material component is ever not on your person.
  
  Contnual Flame
  2nd-level evocaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (ruby dust worth 50 gp, which the spell consumes)
  Duraton: Untl dispelled
  A fame, equivalent in brightness to a torch, springs forth from an object that you touch. The efect
  looks like a regular fame, but it creates no heat and doesn’t use oxygen. A contnual fame can be
  covered or hidden but not smothered or quenched.
  Control Water
  4th-level transmutaton
  Castng Time: 1 acton
  Range: 300 feet
  Components: V, S , M (a drop of water and a pinch of dust)
  Duraton: Concentraton, up to 10 minutes
  Untl 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 efects when you cast this spell. As an
  acton on your turn, you can repeat the same efect or choose a diferent 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 fooding 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 untl the spell ends or you choose a diferent efect. If
  this efect produced a wave, the wave repeats on the start of your next turn while the food efect
  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 untl
  the spell ends or you choose a diferent efect. The water then slowly flls in the trench over the
  course of the next round untl the normal water level is restored.
  Redirect Flow. You cause fowing water in the area to move in a directon you choose, even if the
  water has to fow over obstacles, up walls, or in other unlikely directons. The water in the area
  moves as you direct it, but once it moves beyond the spell’s area, it resumes its fow based on the
  terrain conditons. The water contnues to move in the directon you chose untl the spell ends or you
  choose a diferent efect.
  Whirlpool. This efect 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 (Athletcs) check against your spell save DC. When a creature enters the vortex for the frst
  tme 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 untl 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 acton to try to swim away from the vortex as described above, but has
  disadvantage on the Strength (Athletcs) check to do so. The frst tme each turn that an object enters
  the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in
  the vortex.
  
  Control Weather
  8th-Ievel transmutaton
  Castng Time: 10 minutes
  Range: Self (5-mile radius)
  Components: V, S, M (burning incense and bits of earth and wood mixed in water)
  Duraton: Concentraton, up to 8 hours
  You take control of the weather within 5 miles of you for the duraton. 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 conditons, which are determined by the
  DM based on the climate and season. You can change precipitaton, temperature, and wind. It takes
  1d4 x 10 minutes for the new conditons to take efect. Once they do so, you can change the
  conditons again. When the spell ends, the weather gradually returns to normal.
  When you change the weather conditons, fnd a current conditon on the following tables and
  change its stage by one, up or down. When changing the wind, you can change its directon.
  Precipitaton
  Stage
  Conditon
  1
  Clear
  2
  Light clouds
  3
  Overcast or ground fog
  4
  Rain, hail or snow
  5
  Torrental rain, driving hail or blizzard
  Temperature
  
  Stage
  Conditon
  1
  Unbearable heat
  2
  Hot
  3
  Warm
  4
  Cool
  5
  Cold
  6
  Arctc cold
  
  Wind
  Stage
  Conditon
  1
  Calm
  2
  Moderate wind
  3
  Strong wind
  4
  Gale
  5
  Storm
  
  Cordon of Arrows
  2nd-level transmutaton
  Castng Time: 1 acton
  Range: 5 feet
  Components: V, S, M (four or more arrows or bolts)
  Duraton: 8 hours
  You plant four pieces of nonmagical ammuniton— arrows or crossbow bolts—in the ground within
  range and lay magic upon them to protect an area. Untl the spell ends, whenever a creature other
  than you comes within 30 feet of the ammuniton for the frst tme on a turn or ends its turn there,
  one piece of ammuniton fies up to strike it. The creature must succeed on a Dexterity saving throw
  or take 1d6 piercing damage. The piece of ammuniton is then destroyed. The spell ends when no
  ammuniton 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
  ammuniton that can be afected increases by two for each slot level above 2nd.
  Counterspell
  3rd-level abjuraton
  Castng Time: 1 reacton, which you take when you see
  a creature within 60 feet of you castng a spell
  Range: 60 feet
  Components: S
  Duraton: Instantaneous
  You atempt to interrupt a creature in the process of castng a spell. If the creature is castng a spell
  of 3rd level or lower, its spell fails and has no efect. If it is castng a spell of 4th level or higher, make
  an ability check using your spellcastng ability. The DC equals 10 + the spell’s level. On a success, the
  creature’s spell fails and has no efect.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted
  spell has no efect if its level is less than or equal to the level of the spell slot you used.
  Create Food and Water
  3rd-level conjuraton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S
  Duraton: Instantaneous
  You create 45 pounds of food and 30 gallons of water on the ground or in containers within range,
  enough to sustain up to ffeen humanoids or fve steeds for 24 hours. The food is bland but
  nourishing, and spoils if uneaten afer 24 hours. The water is clean and doesn’t go bad.
  
  Create or Destroy water
  1st-level transmutaton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a drop of water if creatng water or a few grains of sand if destroying it)
  Duraton: Instantaneous
  You either create or destroy water.
  Create Water. You create up to 10 gallons of clean water within range in an open container.
  Alternatvely, the water falls as rain in a 30-foot cube within range, extnguishing exposed fames in
  the area.
  Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatvely,
  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 additonal gallons of water, or the size of the cube increases by 5 feet, for each slot level
  above 1st.
  Create Undead
  6th-level necromancy
  Castng Time: 1 minute
  Range: 10 feet
  Components: V, S, M (one clay pot flled with grave dirt, one clay pot flled with brackish water, and
  one 150 gp black onyx stone for each corpse)
  Duraton: Instantaneous
  You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids
  within range. Each corpse becomes a ghoul under your control. (The DM has game statstcs for these
  creatures.) As a bonus acton on each of your turns, you can mentally command any creature you
  animated with this spell if the creature is within 120 feet of you (if you control multple creatures,
  you can command any or all of them at the same tme, issuing the same command to each one). You
  decide what acton 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 partcular chamber or corridor. If you issue no commands,
  the creature only defends itself against hostle creatures. Once given an order, the creature contnues
  to follow it untl its task is complete.
  The creature is under your control for 24 hours, afer which it stops obeying any command you have
  given it. To maintain control of the creature for another 24 hours, you must cast this spell on the
  creature before the current 24-hour period ends. This use of the spell reasserts your control over up
  to three creatures you have animated with this spell, rather than animatng new ones.
  At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert
  control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or
  reassert control over fve ghouls or two ghasts or wights. When you cast this spell using a 9th-level
  spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two
  mummies.
  
  Creaton
  5th-level illusion
  Castng Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a tny piece of mater of the same type of the item you plan to create)
  Duraton: Special
  You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable
  mater within range: sof goods, rope, wood, or something similar. You can also use this spell to
  create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-
  foot cube, and the object must be of a form and material that you have seen before. The duraton
  depends on the object’s material. If the object is composed of multple materials, use the shortest
  duraton.
  Material
  Duraton
  Vegetable mater
  1 day
  Stone or crystal
  12 hours
  Precious metals
  1 hour
  Gems
  10 minutes
  Adamantne or mithral
  1 minute
  Using any material created by this spell as another spell’s material component causes that spell to
  fail.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases
  by 5 feet for each slot level above 5th.
  Crown of Madness
  2nd-level enchantment
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw
  or become charmed by you for the duraton. While the target is charmed in this way, a twisted crown
  of jagged iron appears on its head, and a madness glows in its eyes.
  The charmed target must use its acton before moving on each of its turns to make a melee atack
  against a creature other than itself that you mentally choose. The target can act normally on its turn
  if you choose no creature or if none are within its reach.
  On your subsequent turns, you must use your acton to maintain control over the target, or the spell
  ends. Also, the target can make a Wisdom saving throw at the end o f each of its turns. On a success,
  the spell ends.
  
  Crusader’s Mantle
  3rd-level evocaton
  Castng Time: 1 acton
  Range: Self
  Components: V
  Duraton: Concentraton, up to 1 minute
  Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly
  creatures. Untl the spell ends, the aura moves with you, centered on you. While in the aura, each
  nonhostle creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a
  weapon atack.
  Cure Wounds
  1st-level evocaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: Instantaneous
  A creature you touch regains a number of hit points equal to 1d8 + your spellcastng ability modifer.
  This spell has no efect on undead or constructs.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing
  increases by 1d8 for each slot level above 1st.
  Dancing Lights
  Evocaton cantrip
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm)
  Duraton: Concentraton, up to 1 minute
  You create up to four torch-sized lights within range, making them appear as torches, lanterns, or
  glowing orbs that hover in the air for the duraton. You can also combine the four lights into one
  glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim
  light in a 10-foot radius.
  As a bonus acton on your turn, you can move the lights up to 60 feet to a new spot within range. A
  light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds
  the spell’s range.
  Darkness
  2nd-level evocaton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, M (bat fur and a drop of pitch or piece of coal)
  Duraton: Concentraton, up to 10 minutes
  Magical darkness spreads from a point you choose within range to fll a 15-foot-radius sphere for the
  duraton. The darkness spreads around corners. A creature with darkvision can’t see through this
  darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are
  holding or one that isn’t being worn or carried, the darkness emanates from the object and moves
  with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a
  helm, blocks the darkness.
  If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the
  spell that created the light is dispelled.
  
  Darkvision
  2nd-level transmutaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (either a pinch of dried carrot or an agate)
  Duraton: 8 hours
  You touch a willing creature to grant it the ability to see in the dark. For the duraton, that creature
  has darkvision out to a range of 60 feet.
  Daylight
  3rd-level evocaton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: 1 hour
  A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is
  bright light and sheds dim light for an additonal 60 feet.
  If you chose a point on an object you are holding or one that isn’t being worn or carried, the light
  shines from the object and moves with it. Completely covering the afected object with an opaque
  object, such as a bowl or a helm, blocks the light.
  If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the
  spell that created the darkness is dispelled.
  Death Ward
  4th-level abjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: 8 hours
  You touch a creature and grant it a measure of protecton from death.
  The frst tme the target would drop to 0 hit points as a result of taking damage, the target instead
  drops to 1 hit point, and the spell ends.
  If the spell is stll in efect when the target is subjected to an efect that would kill it instantaneously
  without dealing damage, that efect is instead negated against the target, and the spell ends.
  
  Delayed Blast Fireball
  7th-level evocaton
  Castng Time: 1 acton
  Range: 150 feet
  Components: V, S, M (a tny ball of bat guano and sulfur)
  Duraton: Concentraton, up to 1 minute
  A beam of yellow light fashes from your pointng fnger, then condenses to linger at a chosen point
  within range as a glowing bead for the duraton. When the spell ends, either because your
  concentraton is broken or because you decide to end it, the bead blossoms with a low roar into an
  explosion of fame that spreads around corners. Each creature in a 20-foot-radius sphere centered on
  that point must make a Dexterity saving throw. A creature takes fre damage equal to the total
  accumulated damage on a failed save, or half as much damage on a successful one.
  The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the
  damage increases by 1d6. 
  If the glowing bead is touched before the interval has expired, the creature touching it must make a
  Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in
  fame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature
  or a solid object, the spell ends, and the bead explodes.
  The fre damages objects in the area and ignites fammable objects that aren’t being worn or carried.
  At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage
  increases by 1d6 for each slot level above 7th.
  Demiplane
  8th-level conjuraton
  Castng Time: 1 acton
  Range: 60 feet
  Components: S
  Duraton: 1 hour
  You create a shadowy door on a fat solid surface that you can see within range. The door is large
  enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a
  demiplane that appears to be an empty room 30 feet in each dimension,
  made of wood or stone. When the spell ends, the door disappears, and any creatures or objects
  inside the demiplane remain trapped there, as the door also disappears from the other side.
  Each tme you cast this spell, you can create a new demiplane, or have the shadowy door connect to
  a demiplane you created with a previous castng of this spell. Additonally, if you know the nature
  and contents of a demiplane created by a castng of this spell by another creature, you can have the
  shadowy door connect to its demiplane instead.
  Destructve Wave
  5th-level evocaton
  Castng Time: 1 acton
  Range: Self (30-foot radius)
  Components: V
  Duraton: Instantaneous
  You strike the ground, creatng a burst of divine energy that ripples outward from you. Each creature
  you choose within 30 feet of you must succeed on a Consttuton saving throw or take 5d6thunder
  damage, as well as 5d6 radiant or necrotc damage (your choice), and be knocked prone. A creature
  that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
  
  Detect Evil and Good
  1st-level divinaton
  Castng Time: 1 acton
  Range: Self
  Components: V, S
  Duraton: Concentraton, up to 10 minutes
  For the duraton, you know if there is an aberraton, celestal, elemental, fey, fend, or undead within
  30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or
  object within 30 feet of you that has been magically consecrated or desecrated.
  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a
  thin sheet of lead, or 3 feet of wood or dirt.
  Detect Magic
  1st-level divinaton (ritual)
  Castng Time: 1 acton
  Range: Self
  Components: V, S
  Duraton: Concentraton, up to 10 minutes
  For the duraton, you sense the presence of magic within 30 feet of you. If you sense magic in this
  way, you can use your acton to see a faint aura around any visible creature or object in the area that
  bears magic, and you learn its school of magic, if any.
  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a
  thin sheet of lead, or 3 feet of wood or dirt.
  Detect Poison and Disease
  1st-level divinaton (ritual)
  Castng Time: 1 acton
  Range: Self
  Components: V, S, M (a yew leaf)
  Duraton: Concentraton, up to 10 minutes
  For the duraton, you can sense the presence and locaton of poisons, poisonous creatures, and
  diseases within 30 feet of you. You also identfy the kind of poison, poisonous creature, or disease in
  each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of
  common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  
  Detect Thoughts
  2nd-level divinaton
  Castng Time: 1 acton
  Range: Self
  Components: V, S, M (a copper piece)
  Duraton: Concentraton, up to 1 minute 
  For the duraton, you can read the thoughts of certain creatures. When you cast the spell and as your
  acton on each turn untl the spell ends, you can focus your mind on any one creature that you can
  see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t
  speak any language, the creature is unafected.
  You initally learn the surface thoughts of the creature—what is most on its mind in that moment. As
  an acton, you can either shif your atenton to another creature’s thoughts or atempt to probe
  deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving
  throw. If it fails, you gain insight into its reasoning (if any), its emotonal state, and something that
  looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell
  ends. Either way, the target knows that you are probing into its mind, and unless you shif your
  atenton to another creature’s thoughts, the creature can use its acton on its turn to make an
  Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
  Questons verbally directed at the target creature naturally shape the course of its thoughts, so this
  spell is partcularly efectve as part of an interrogaton. You can also use this spell to detect the
  presence of thinking creatures you can’t see. When you cast the spell or as your acton during the
  duraton, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2
  feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. 
  You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
  Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the
  duraton as described above, even if you can’t see it, but it must stll be within range.
  Dimension Door
  4th-level conjuraton
  Castng Time: 1 acton
  Range: 500 feet
  Components: V
  Duraton: Instantaneous
  You teleport yourself from your current locaton to any other spot within range. You arrive at exactly
  the spot desired. It can be a place you can see, one you can visualize, or one you can describe by
  statng distance and directon, such as “ 200 feet straight downward” or “upward to the northwest at
  a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what
  you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up
  to its carrying capacity. The creature must be within 5 feet of you when you cast this spell. If you
  would arrive in a place already occupied by an object or a creature, you and any creature traveling
  with you each take 4d6 force damage, and the spell fails to teleport you.
  
  Disguise Self
  1st-level illusion
  Castng Time: 1 acton
  Range: Self
  Components: V, S
  Duraton: 1 hour
  You make yourself—including your clothing, armor, weapons, and other belongings on your person—
  look diferent untl the spell ends or untl you use your acton to dismiss it. You can seem 1 foot
  shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you
  must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the
  illusion is up to you.
  The changes wrought by this spell fail to hold up to physical inspecton. For example, if you use this
  spell to add a hat to your outit, objects pass through the hat, and anyone who touches it would feel
  nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the
  hand of someone who reaches out to touch you would bump into you while it was seemingly stll in
  midair.
  To discern that you are disguised, a creature can use its acton to inspect your appearance and must
  succeed on an Intelligence (Investgaton) check against your spell save DC.
  Disintegrate
  6th-level transmutaton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a lodestone and a pinch of dust)
  Duraton: Instantaneous
  A thin green ray springs from your pointng fnger to a target that you can see within range. The
  target can be a creature, an object, or a creaton 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 fne gray dust. The creature can be restored to life only by means of a true resurrecton or
  a wish spell.
  This spell automatcally disintegrates a Large or smaller nonmagical object or a creaton of magical
  force. If the target is a Huge or larger object or creaton of force, this spell disintegrates a 10-foot-
  cube porton of it. A magic item is unafected 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.
  
  Dispel Evil and Good
  5th-level abjuraton
  Castng Time: 1 acton
  Range: Self
  Components: V, S, M (holy water or powdered silver and iron)
  Duraton: Concentraton, up to 1 minute
  Shimmering energy surrounds and protects you from fey, undead, and creatures originatng from
  beyond the Material Plane. For the duraton, celestals, elementals, fey, fends, and undead have
  disadvantage on atack rolls against you. You can end the spell early by using either of the following
  special functons.
  Break Enchantment. As your acton, you touch a creature you can reach that is charmed, frightened,
  or possessed by a celestal, an elemental, a fey, a fend, or an undead. The creature you touch is no
  longer charmed, frightened, or possessed by such creatures.
  Dismissal. As your acton, make a melee spell atack against a celestal, an elemental, a fey, a fend,
  or an undead you can reach. On a hit, you atempt to drive the creature back to its home plane. The
  creature must succeed on a Charisma saving throw or be sent back to its home plane (if it isn't there
  already). If they aren’t on their home plane, undead are sent to the Shadowfell, and fey are sent to
  the Feywild.
  Dispel Magic
  3rd-level abjuraton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: Instantaneous
  Choose one creature, object, or magical efect within range. Any spell of 3rd level or lower on the
  target ends. For each spell of 4th level or higher on the target, make an ability check using your
  spellcastng ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatcally
  end the efects of a spell on the target if the spell’s level is equal to or less than the level of the spell
  slot you used.
  Dissonant Whispers
  1st-level enchantment
  Castng Time: 1 acton
  Range: 60 feet
  Components: V
  Duraton: Instantaneous
  You whisper a discordant melody that only one creature of your choice within range can hear,
  wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes
  3d6 psychic damage and must immediately use its reacton, if available, to move as far as its speed
  allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fre or
  a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A
  deafened creature automatcally succeeds on the save.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
  increases by 1d6 for each slot level above 1st.
  
  Divinaton
  4th-level divinaton (ritual)
  Castng Time: 1 acton
  Range: Self
  Components: V, S, M (incense and a sacrifcial ofering appropriate to your religion, together worth
  at least 25 gp, which the spell consumes)
  Duraton: Instantaneous
  Your magic and an ofering put you in contact with a god or a god’s servants. You ask a single
  queston concerning a specifc goal, event, or actvity to occur within 7 days. The DM ofers a truthful
  reply. The reply might be a short phrase, a cryptc rhyme, or an omen. The spell doesn’t take into
  account any possible circumstances that might change the outcome, such as the castng of additonal
  spells or the loss or gain of a companion.
  If you cast the spell two or more tmes before fnishing your next long rest, there is a cumulatve 25
  percent chance for each castng afer the frst that you get a random reading. The DM makes this roll
  in secret.
  Divine Favor
  1st-level evocaton
  Castng Time: 1 bonus acton
  Range: Self
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  Your prayer empowers you with divine radiance. Untl the spell ends, your weapon atacks deal an
  extra 1d4 radiant damage on a hit.
  Divine Word
  7th-level evocaton
  Castng Time: 1 bonus acton
  Range: 30 feet
  Components: V
  Duraton: Instantaneous
  You uter a divine word, imbued with the power that shaped the world at the dawn of creaton.
  Choose any number of creatures you can see within range. Each creature that can hear you must
  make a Charisma saving throw. On a failed save, a creature sufers an efect based on its current hit
  points:
  • 50 hit points or fewer: deafened for 1 minute
  • 40 hit points or fewer: deafened and blinded for 10 minutes
  • 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
  • 20 hit points or fewer: killed instantly
  Regardless of its current hit points, a celestal, an elemental, a fey, or a fend that fails its save is
  forced back to its plane of origin (if it isn’t there already) and can’t return to your current plane for
  24 hours by any means short of a wish spell.
  
  Dominate Beast
  4th-level enchantment
  Castng Time: 1 acton 
  Range: 60 feet
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  You atempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving
  throw or be charmed by you for the duraton. If you or creatures that are friendly to you are fghtng
  it, it has advantage on the saving throw.
  While the beast is charmed, you have a telepathic link with it as long as the two of you are on the
  same plane of existence. You can use this telepathic link to issue commands to the creature while
  you are conscious (no acton required), which it does its best to obey. You can specify a simple and
  general course of acton, such as “Atack that creature,” “Run over there,” or “Fetch that object.” If
  the creature completes the order and doesn’t receive further directon from you, it defends and
  preserves itself to the best of its ability.
  You can use your acton to take total and precise control of the target. Untl the end of your next
  turn, the creature takes only the actons you choose, and doesn’t do anything that you don’t allow it
  to do. During this tme, you can also cause the creature to use a reacton, but this requires you to use
  your own reacton as well. Each tme the target takes damage, it makes a new Wisdom saving throw
  against the spell. If the saving throw succeeds, the spell ends.
  At Higher Levels. When you cast this spell with a 5th-level spell slot, the duraton is concentraton,
  up to 10 minutes. When you use a 6th-level spell slot, the duraton is concentraton, up to 1 hour.
  When you use a spell slot of 7th level or higher, the duraton is concentraton, up to 8 hours. 
  Dominate Monster
  8th-level enchantment
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Concentraton, up to 1 hour
  You atempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving
  throw or be charmed by you for the duraton. If you or creatures that are friendly to you are fghtng
  it, it has advantage on the saving throw.
  While the creature is charmed, you have a telepathic link with it as long as the two of you are on the
  same plane of existence. You can use this telepathic link to issue commands to the creature while
  you are conscious (no acton required), which it does its best to obey. You can specify a simple and
  general course of acton, such as “Atack that creature,” “Run over there,” or “Fetch that object.” If
  the creature completes the order and doesn’t receive further directon from you, it defends and
  preserves itself to the best of its ability.
  You can use your acton to take total and precise control of the target. Untl the end of your next
  turn, the creature takes only the actons you choose, and doesn’t do anything that you don’t allow it
  to do. During this tme, you can also cause the creature to use a reacton, but this requires you to use
  your own reacton as well. Each tme the target takes damage, it makes a new Wisdom saving throw
  against the spell. If the saving throw succeeds, the spell ends.
  At Higher Levels. When you cast this spell with a 9th-level spell slot, the duraton is concentraton,
  up to 8 hours.
  
  Dominate Person
  5th-level enchantment
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  You atempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom
  saving throw or be charmed by you for the duraton. If you or creatures that are friendly to you are
  fghtng it, it has advantage on the saving throw.
  While the target is charmed, you have a telepathic link with it as long as the two of you are on the
  same plane of existence. You can use this telepathic link to issue commands to the creature while
  you are conscious (no acton required), which it does its best to obey. You can specify a simple and
  general course of acton, such as “Atack that creature,” “Run over there,” or “Fetch that object.” If
  the creature completes the order and doesn’t receive further directon from you, it defends and
  preserves itself to the best of its ability.
  You can use your acton to take total and precise control of the target. Untl the end of your next
  turn, the creature takes only the actons you choose, and doesn’t do anything that you don’t allow it
  to do. During this tme you can also cause the creature to use a reacton, but this requires you to use
  your own reacton as well. Each tme the target takes damage, it makes a new Wisdom saving throw
  against the spell. If the saving throw succeeds, the spell ends.
  At Higher Levels. When you cast this spell using a 6th-level spell slot, the duraton is concentraton,
  up to 10 minutes. When you use a 7th-level spell slot, the duraton is concentraton, up to 1 hour.
  When you use a spell slot of 8th level or higher, the duraton is
  concentraton, up to 8 hours.
  Drawmij’s Instant Summons
  6th-level conjuraton (ritual)
  Castng Time: 1 minute
  Range: Touch
  Components: V, S, M (a sapphire worth 1,000 gp)
  Duraton: Untl dispelled
  You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell
  leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire
  you use as the material component. Each tme you cast this spell, you must use a diferent sapphire.
  At any tme thereafer, you can use your acton to speak the item’s name and crush the sapphire. The
  item instantly appears in your hand regardless of physical or planar distances, and the spell ends. If
  another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to
  you, but instead you learn who the creature possessing the object is and roughly where that creature
  is located at that moment.
  Dispel magic or a similar efect successfully applied to the sapphire ends this spell’s efect.
  
  Dream
  5th-level illusion
  Castng Time: 1 minute
  Range: Special
  Components: V, S, M (a handful of sand, a dab of ink, and a writng quill plucked from a sleeping
  bird)
  Duraton: 8 hours
  This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The
  target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t
  be contacted by this spell. You, or a willing creature you touch, enters a trance state, actng as a
  messenger.
  While in the trance, the messenger is aware of his or her surroundings, but can’t take actons or
  move. If the target is asleep, the messenger appears in the target’s dreams and can converse with
  the target as long as it remains asleep, through the duraton of the spell. The messenger can also
  shape the environment of the dream, creatng landscapes, objects, and other images. The messenger
  can emerge from the trance at any tme, ending the efect of the spell early. The target recalls the
  dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it,
  and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the
  messenger appears in the target’s dreams.
  You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger
  can deliver a message of no more than ten words and then the target must make a Wisdom saving
  throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the
  duraton of the target’s sleep and prevents the target from gaining any beneft from that rest. In
  additon, when the target wakes up, it takes 3d6 psychic damage.
  If you have a body part, lock of hair, clipping from a nail, or similar porton of the target’s body, the
  target makes its saving throw with disadvantage.
  Druidcraf
  Transmutaton cantrip
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S
  Duraton: Instantaneous
  Whispering to the spirits of nature, you create one of the following efects within range:
  • You create a tny, harmless sensory efect that predicts what the weather will be at your locaton
  for the next 24 hours. The efect might manifest as a golden orb for clear skies, a cloud for rain,
  falling snowfakes for snow, and so on. This efect persists for 1 round.
  • You instantly make a fower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory efect, such as falling leaves, a puf of wind, the
  sound of a small animal, or the faint odor of skunk. The efect must ft in a 5-foot cube.
  • You instantly light or snuf out a candle, a torch, or a small campfre.
  
  Earthquake
  8th-level evocaton
  Castng Time: 1 acton
  Range: 500 feet
  Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay)
  Duraton: Concentraton, up to 1 minute
  You create a seismic disturbance at a point on the ground that you can see within range. For the
  duraton, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point
  and shakes creatures and structures in contact with the ground in that area. The ground in the area
  becomes difcult terrain. Each creature on the ground that is concentratng must make a
  Consttuton saving throw. On a failed save, the creature’s concentraton is broken. 
  When you cast this spell and at the end of each turn you spend concentratng on it, each creature on
  the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked
  prone. This spell can have additonal efects depending on the terrain in the area, as determined by
  the DM. 
  Fissures. Fissures open throughout the spell’s area at the start of your next turn afer you cast the
  spell. A total of 1d6 such fssures open in locatons chosen by the DM. Each is 1d10 x 10 feet deep, 10
  feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on
  a spot where a fssure opens must succeed on a Dexterity saving throw or fall in. A creature that
  successfully saves moves with the fssure’s edge as it opens.
  A fssure that opens beneath a structure causes it to automatcally collapse (see below).
  Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in
  the area when you cast the spell and at the start of each of your turns untl the spell ends. If a
  structure drops to 0 hit points, it collapses and potentally damages nearby creatures. A creature
  within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save,
  the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring
  a DC 20 Strength (Athletcs) check as an acton to escape. The DM can adjust the DC higher or lower,
  depending on the nature of the rubble. On a successful save, the creature takes half as much damage
  and doesn’t fall prone or become buried. 
  Eldritch Blast
  Evocaton cantrip
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: Instantaneous
  A beam of crackling energy streaks toward a creature within range. Make a ranged spell atack
  against the target. On a hit, the target takes 1d10 force damage.
  The spell creates more than one beam when you reach higher levels: two beams at 5th level, three
  beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at
  diferent ones. Make a separate atack roll for each beam.
  
  Elemental Weapon
  3rd-level transmutaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: Concentraton, up to 1 hour
  A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage
  types: acid, cold, fre, lightning, or thunder. For the duraton, the weapon has a +1 bonus to atack
  rolls and deals an extra 1d4 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 atack
  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.
  Enhance Ability
  2nd-level transmutaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (fur or a feather from a beast)
  Duraton: Concentraton, up to 1 hour.
  You touch a creature and bestow upon it a magical enhancement. Choose one of the following
  efects; the target gains that efect untl the spell ends.
  Bear’s Endurance. The target has advantage on Consttuton 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
  additonal creature for each slot level above 2nd.
  
  Enlarge/Reduce
  2nd-level transmutaton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a pinch of powdered iron)
  Duraton: Concentraton, up to 1 minute
  You cause a creature or an object you can see within range to grow larger or smaller for the duraton.
  Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can
  make a Consttuton saving throw. On a success, the spell has no efect.
  If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped
  by an afected creature returns to normal size at once.
  Enlarge. The target’s size doubles in all dimensions, and its weight is multplied 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 atains the maximum possible size in the space
  available. Untl 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 atacks 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 reducton decreases its size by one category—from Medium to Small, for example. Untl
  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
  atacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
  Ensnaring Strike
  1st-level conjuraton
  Castng Time: 1 bonus acton
  Range: Self
  Components: V
  Duraton: Concentraton, up to 1 minute
  The next tme you hit a creature with a weapon atack before this spell ends, a writhing mass of
  thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw
  or be restrained by the magical vines untl the spell ends. A Large or larger creature has advantage on
  this saving throw. If the target succeeds on the save, the vines shrivel away. While restrained by this
  spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by
  the vines or one that can touch the creature can use its acton to make a Strength check against your
  spell save DC. On a success, the target is freed.
  At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases
  by 1d6 for each slot level above 1st.
  
  Entangle
  1st-level conjuraton
  Castng Time: 1 acton
  Range: 90 feet
  Components: V, S
  Duraton: Concentraton, up to 1 minute 
  Grasping weeds and vines sprout from the ground in a 20-foot square startng from a point within
  range. For the duraton, these plants turn the ground in the area into difcult terrain.
  A creature in the area when you cast the spell must succeed on a Strength saving throw or be
  restrained by the entangling plants untl the spell ends. A creature restrained by the plants can use its
  acton to make a Strength check against your spell save DC. On a success, it frees itself.
  When the spell ends, the conjured plants wilt away.
  Enthrall
  2nd-level enchantment
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: 1 minute
  You weave a distractng string of words, causing creatures of your choice that you can see within
  range and that can hear you to make a Wisdom saving throw. Any creature that can’t be charmed
  succeeds on this saving throw automatcally, and if you or your companions are fghtng a creature, it
  has advantage on the save. On a failed save, the target has disadvantage on Wisdom (Percepton)
  checks made to perceive any creature other than you untl the spell ends or untl the target can no
  longer hear you. The spell ends if you are incapacitated or can no longer speak.
  Etherealness
  7th-level transmutaton
  Castng Time: 1 acton
  Range: Self
  Components: V, S
  Duraton: Up to 8 hours
  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 duraton or untl you use your acton to
  dismiss the spell. During this tme, you can move in any directon. 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 afect and be afected 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 efects 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 efect 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.
  
  Evard’s Black Tentacles
  4th-level conjuraton
  Castng Time: 1 acton
  Range: 90 feet
  Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid)
  Duraton: Concentraton, up to 1 minute
  Squirming, ebony tentacles fll a 20-foot square on ground that you can see within range. For the
  duraton, these tentacles turn the ground in the area into difcult terrain.
  When a creature enters the afected area for the frst tme on a turn or starts its turn there, the
  creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be
  restrained by the tentacles untl the spell ends. A creature that starts its turn in the area and is
  already restrained by the tentacles takes 3d6 bludgeoning damage.
  A creature restrained by the tentacles can use its acton to make a Strength or Dexterity check (its
  choice) against your spell save DC. On a success, it frees itself.
  Expeditous Retreat
  1st-level transmutaton
  Castng Time: 1 bonus acton
  Range: Self
  Components: V, S
  Duraton: Concentraton, up to 10 minutes
  This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus
  acton on each of your turns untl the spell ends, you can take the Dash acton.
  Eyebite
  6th-level necromancy
  Castng Time: 1 acton
  Range: Self
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  For the spell’s duraton, your eyes become an inky void imbued with dread power. One creature of
  your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be
  afected by one of the following efects of your choice for the duraton. On each of your turns untl
  the spell ends, you can use your acton to target another creature but can’t target a creature again if
  it has succeeded on a saving throw against this castng of eyebite.
  Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its
  acton to shake the sleeper awake.
  Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the
  Dash acton and move away from you by the safest and shortest available route, unless there is
  nowhere to move. If the target moves to a place at least 60 feet away from you where it can no
  longer see you, this efect ends.
  Sickened. The target has disadvantage on atack rolls and ability checks. At the end of each of its
  turns, it can make another Wisdom saving throw. If it succeeds, the efect ends.
  
  Fabricate
  4th-level transmutaton
  Castng Time: 10 minutes
  Range: 120 feet
  Components: V, S
  Duraton: Instantaneous
  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 fax 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 sufcient quantty 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 crafsmanship, such as jewelry, weapons, glass, or
  armor, unless you have profciency with the type of artsan’s tools used to craf such objects.
  Faerie Fire
  1st-level evocaton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V
  Duraton: Concentraton, up to 1 minute
  Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any
  creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw.
  For the duraton, objects and afected creatures shed dim light in a 10-foot radius. Any atack roll
  against an afected creature or object has advantage if the atacker can see it, and the afected
  creature or object can’t beneft from being invisible.
  False Life
  1st-level necromancy
  Castng Time: 1 acton
  Range: Self
  Components: V, S, M (a small amount of alcohol or distlled spirits)
  Duraton: 1 hour
  Bolstering yourself with a necromantc facsimile of life, you gain 1d4 + 4 temporary hit points for the
  duraton.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5
  additonal temporary hit points for each slot level above 1st.
  
  Fear
  3rd-level illusion
  Castng Time: 1 acton
  Range: Self (30-foot cone)
  Components: V, S, M (a white feather or the heart of a hen)
  Duraton: Concentraton, up to 1 minute
  You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must
  succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the
  duraton.
  While frightened by this spell, a creature must take the Dash acton and move away from you by the
  safest available route on each of its turns, unless there is nowhere to move. If the creature ends its
  turn in a locaton where it doesn’t have line of sight to you, the creature can make a Wisdom saving
  throw. On a successful save, the spell ends for that creature.
  Feather Fall
  1st-level transmutaton
  Castng Time: 1 reacton, which you take when you or a creature within 60 feet of you falls
  Range: 60 feet
  Components: V, M (a small feather or piece of down)
  Duraton: 1 minute
  Choose up to fve falling creatures within range. A falling creature's rate of descent slows to 60 feet
  per round untl the spell ends. If the creature lands before the spell ends, it takes no falling damage
  and can land on its feet, and the spell ends for that creature.
  Feeblemind
  8th-level enchantment
  Castng Time: 1 acton
  Range: 150 feet
  Components: V, S, M (a handful of clay, crystal, glass, or mineral spheres)
  Duraton: Instantaneous
  You blast the mind of a creature that you can see within range, atemptng to shater its intellect and
  personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
  On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast
  spells, actvate magic items, understand language, or communicate in any intelligible way. The
  creature can, however, identfy its friends, follow them, and even protect them.
  At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds
  on its saving throw, the spell ends. The spell can also be ended by greater restoraton, heal, or wish.
  Feign Death
  3rd-level necromancy (ritual)
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a pinch of graveyard dirt)
  Duraton: 1 hour
  You touch a willing creature and put it into a cataleptc state that is indistnguishable from death.
  For the spell’s duraton, or untl you use an acton to touch the target and dismiss the spell, the target
  appears dead to all outward inspecton and to spells used to determine the target’s status. The target
  is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except
  psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased
  or poisoned while under the spell’s efect, the disease and poison have no efect untl the spell ends.
  
  Find Familiar
  1st-level conjuraton (ritual)
  Castng Time: 1 hour
  Range: 10 feet
  Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fre in
  a brass brazier)
  Duraton: Instantaneous
  You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog
  (toad), hawk, lizard, octopus, owl, poisonous snake, fsh (quipper), rat, raven, sea horse, spider, or
  weasel. Appearing in an unoccupied space within range, the familiar has the statstcs of the chosen
  form, though it is a celestal, fey, or fend (your choice) instead of a beast.
  Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its
  own initatve and acts on its own turn. A familiar can’t atack, but it can take other actons as
  normal.
  When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears
  afer you cast this spell again
  While your familiar is within 100 feet of you, you can communicate with it telepathically.
  Additonally, as an acton, you can see through your familiar’s eyes and hear what it hears untl the
  start of your next turn, gaining the benefts of any special senses that the familiar has. During this
  tme, you are deaf and blind with regard to your own senses.
  As an acton, you can temporarily dismiss your familiar. It disappears into a pocket dimension where
  it awaits your summons. Alternatvely, you can dismiss it forever. As an acton while it is temporarily
  dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
  You can’t have more than one familiar at a tme. If you cast this spell while you already have a
  familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your
  familiar transforms into the chosen creature.
  Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast
  the spell. Your familiar must be within 100 feet of you, and it must use its reacton to deliver the spell
  when you cast it. If the spell requires an atack roll, you use your atack
  modifer for the roll.
  
  Find Steed
  2nd-level conjuraton
  Castng Time: 10 minutes
  Range: 30 feet
  Components: V, S
  Duraton: Instantaneous
  You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed,
  creatng a long-lastng bond with it. Appearing in an unoccupied space within range, the steed takes
  on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastf. (Your DM might
  allow other animals to be summoned as steeds.) The steed has the statstcs of the chosen form,
  though it is a celestal, fey, or fend (your choice) instead of its normal type. Additonally, if your steed
  has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one
  language of your choice that you speak.
  Your steed serves you as a mount, both in combat and out, and you have an instnctve bond with it
  that allows you to fght as a seamless unit. While mounted on your steed, you can make any spell you
  cast that targets only you also target your steed.
  When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also
  dismiss your steed at any tme as an acton, causing it to disappear. In either case, castng this spell
  again summons the same steed, restored to its hit point maximum.
  While your steed is within 1 mile of you, you can communicate with it telepathically.
  You can’t have more than one steed bonded by this spell at a tme. As an acton, you can release the
  steed from its bond at any tme, causing it to disappear.
  Find the Path
  6th-level divinaton
  Castng Time: 1 minute
  Range: Self
  Components: V, S, M (a set of divinatory tools—such as bones, ivory stcks, cards, teeth, or carved
  runes— worth 100 gp and an object from the locaton you wish to fnd)
  Duraton: Concentraton, up to 1 day
  This spell allows you to fnd the shortest, most direct physical route to a specifc fxed locaton that
  you are familiar with on the same plane of existence. If you name a destnaton on another plane of
  existence, a destnaton that moves (such as a mobile fortress), or a destnaton that isn’t specifc
  (such as “a green dragon’s lair”), the spell fails.
  For the duraton, as long as you are on the same plane of existence as the destnaton, you knowhow
  far it is and in what directon it lies. While you are traveling there, whenever you are presented with
  a choice of paths along the way, you automatcally determine which path is the shortest and most
  direct route (but not necessarily the safest route) to the destnaton.
  
  Find Traps
  2nd-level divinaton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: Instantaneous
  You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of
  this spell, includes anything that would infict a sudden or unexpected efect you consider harmful or
  undesirable, which was specifcally intended as such by its creator. Thus, the spell would sense an
  area afected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal
  a natural weakness in the foor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals
  that a trap is present. You don’t learn the locaton of each trap, but you do learn the general nature
  of the danger posed by a trap you sense.
  Finger of Death
  7th-level necromancy
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Instantaneous
  You send negatve energy coursing through a creature that you can see within range, causing it
  searing pain. The target must make a Consttuton saving throw. It takes 7d8 + 30 necrotc damage on
  a failed save, or half as much damage on a successful one.
  A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently
  under your command, following your verbal orders to the best of its ability.
  Fireball
  3rd-level evocaton
  Castng Time: 1 acton
  Range: 150 feet
  Components: V, S, M (a tny ball of bat guano and sulfur)
  Duraton: Instantaneous
  A bright streak fashes from your pointng fnger to a point you choose within range and then
  blossoms with a low roar into an explosion of fame. Each creature in a 20-foot-radius sphere
  centered on that point must make a Dexterity saving throw. A target takes 8d6 fre damage on a
  failed save, or half as much damage on a successful one.
  The fre spreads around corners. It ignites fammable objects in the area that aren't being worn or
  carried.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage
  increases by 1d6 for each slot level above 3rd.
  
  Fire Bolt
  Evocaton cantrip
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: Instantaneous
  You hurl a mote of fre at a creature or object within range. Make a ranged spell atack against the
  target. On a hit, the target takes 1d10 fre damage. A fammable object hit by this spell ignites if it
  isn't being worn or carried.
  This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th
  level (4d10).
  Fire Shield
  4th-level evocaton
  Castng Time: 1 acton
  Range: Self
  Components: V, S, M (a bit of phosphorus or a frefy)
  Duraton: 10 minutes
  Thin and wispy fames wreathe your body for the duraton, shedding bright light in a 10-foot radius
  and dim light for an additonal 10 feet. You can end the spell early by using an acton to dismiss it.
  The fames provide you with a warm shield or a chill shield, as you choose. The warm shield grants
  you resistance to cold damage, and the chill shield grants you resistance to fre damage.
  In additon, whenever a creature within 5 feet of you hits you with a melee atack, the shield erupts
  with fame. The atacker takes 2d8 fre damage from a warm shield, or 2d8 cold damage from a cold
  shield.
  Fire Storm
  7th-level evocaton
  Castng Time: 1 acton
  Range: 150 feet
  Components: V, S
  Duraton: Instantaneous
  A storm made up of sheets of roaring fame appears in a locaton you choose within range. The area
  of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must
  have at least one face adjacent to the face of another cube. Each creature in the area must make a
  Dexterity saving throw. It takes 7d10 fre damage on a failed save, or half as much damage on a
  successful one.
  The fre damages objects in the area and ignites fammable objects that aren't being worn or carried.
  If you choose, plant life in the area is unafected by this spell.
  
  Flame Blade
  2nd-level evocaton
  Castng Time: 1 bonus acton
  Range: Self
  Components: V, S, M (leaf of sumac)
  Duraton: Concentraton, up to 10 minutes
  You evoke a fery blade in your free hand. The blade is similar in size and shape to a scimitar, and it
  lasts for the duraton. If you let go of the blade, it disappears, but you can evoke the blade again as a
  bonus acton. You can use your acton to make a melee spell atack with the fery blade. On a hit, the
  target takes 3d6 fre damage.
  The faming blade sheds bright light in a 10-foot radius and dim light for an additonal 10 feet.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage
  increases by 1d6 for every two slot levels above 2nd.
  Flame Strike
  5th-level evocaton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (pinch of sulfur)
  Duraton: Instantaneous
  A vertcal column of divine fre roars down from the heavens in a locaton you specify. Each creature
  in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity
  saving throw. A creature takes 4d6 fre damage and 4d6 radiant 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 6th level or higher, the fre damage or
  the radiant damage (your choice) increases by 1d6 for each slot level above 5th.
  Flaming Sphere
  2nd-level conjuraton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dustng of powdered iron)
  Duraton: Concentraton, up to 1 minute 
  A 5-foot-diameter sphere of fre appears in an unoccupied space of your choice within range and
  lasts for the duraton. Any creature that ends its turn within 5 feet of the sphere must make a
  Dexterity saving throw. The creature takes 2d6 fre damage on a failed save, or half as much damage
  on a successful one.
  As a bonus acton, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that
  creature must make the saving throw against the sphere’s damage, and the sphere stops moving this
  turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across
  pits up to 10 feet wide. The sphere ignites fammable objects not being worn or carried, and it sheds
  bright light in a 20-foot radius and dim light for an additonal 20 feet. 
  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.
  
  Flesh to Stone
  6th-level transmutaton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a pinch of lime, water, and earth)
  Duraton: Concentraton, up to 1 minute
  You atempt to turn one creature that you can see within range into stone. If the target’s body is
  made of fesh, the creature must make a Consttuton saving throw. On a failed save, it is restrained
  as its fesh begins to harden. On a successful save, the creature isn’t afected.
  A creature restrained by this spell must make another Consttuton saving throw at the end of each
  of its turns. If it successfully saves against this spell three tmes, the spell ends. If it fails its saves
  three tmes, it is turned to stone and subjected to the petrifed conditon for the duraton. The
  successes and failures don’t need to be consecutve; keep track of both untl the target collects three
  of a kind.
  If the creature is physically broken while petrifed, it sufers from similar deformites if it reverts to its
  original state.
  If you maintain your concentraton on this spell for the entre possible duraton, the creature is
  turned to stone untl the efect is removed.
  Fly
  3rd-level transmutaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a w ing feather from any bird)
  Duraton: Concentraton, up to 10 minutes
  You touch a willing creature. The target gains a fying speed of 60 feet for the duraton. When the
  spell ends, the target falls if it is stll alof, 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
  additonal creature for each slot level above 3rd.
  Fog Cloud
  1st-level conjuraton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: Concentraton, up to 1 hour
  You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads
  around corners, and its area is heavily obscured. It lasts for the duraton or untl a wind of moderate
  or greater speed (at least 10 miles per hour) disperses it.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the
  fog increases by 20 feet for each slot level above 1st.
  
  Forbiddance
  6th-level abjuraton (ritual)
  Castng Time: 10 minutes
  Range: Touch
  Components: V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least
  1,000 gp)
  Duraton: 1 day
  You create a ward against magical travel that protects up to 40,000 square feet of foor space to a
  height of 30 feet above the foor. For the duraton, creatures can’t teleport into the area or use
  portals, such as those created by the gate spell, to enter the area. The spell proofs the area against
  planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane,
  Ethereal Plane, Feywild, Shadowfell, or the plane shif spell.
  In additon, the spell damages types of creatures that you choose when you cast it. Choose one or
  more of the following: celestals, elementals, fey, fends, and undead.
  When a chosen creature enters the spell’s area for the frst tme on a turn or starts its turn there, the
  creature takes 5d10 radiant or necrotc damage (your choice when you cast this spell).
  When you cast this spell, you can designate a password. A creature that speaks the password as it
  enters the area takes no damage from the spell. The spell’s area can't overlap with the area of
  another forbiddance spell. If you cast forbiddance every day for 30 days in the same locaton, the
  spell lasts untl it is dispelled, and the material components are consumed on the last castng.
  Forcecage
  7th-level evocaton
  Castng Time: 1 acton
  Range: 100 feet
  Components: V, S, M (ruby dust worth 1,500 gp)
  Duraton: 1 hour
  An immobile, invisible, cube-shaped prison composed of magical force springs into existence around
  an area you choose within range. The prison can be a cage or a solid box, as you choose.
  A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter
  bars spaced 1/2 inch apart.
  A prison in the shape of a box can be up to 10 feet on a side, creatng a solid barrier that prevents
  any mater from passing through it and blocking any spells cast into or out from the area.
  When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures
  only partally within the area, or those too large to ft inside the area, are pushed away from the
  center of the area untl they are completely outside the area.
  A creature inside the cage can’t leave it by nonmagical means. If the creature tries to use
  teleportaton or interplanar travel to leave the cage, it must frst make a Charisma saving throw. On a
  success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage
  and wastes the use of the spell or efect. The cage also extends into the Ethereal Plane, blocking
  ethereal travel.
  This spell can’t be dispelled by dispel magic.
  
  Foresight
  9th-level divinaton
  Castng Time: 1 minute
  Range: Touch
  Components: V, S, M (a hummingbird feather)
  Duraton: 8 hours
  You touch a willing creature and bestow a limited ability to see into the immediate future. For the
  duraton, the target can’t be surprised and has advantage on atack rolls, ability checks, and saving
  throws. Additonally, other creatures have disadvantage on atack rolls against the target for the
  duraton.
  This spell immediately ends if you cast it again before its duraton ends.
  Freedom of Movement
  4th-level abjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a leather strap, bound around the arm or a similar appendage)
  Duraton: 1 hour
  You touch a willing creature. For the duraton, the target’s movement is unafected by difcult
  terrain, and spells and other magical efects can neither reduce the target’s speed nor cause the
  target to be paralyzed or restrained.
  The target can also spend 5 feet of movement to automatcally escape from nonmagical restraints,
  such as manacles or a creature that has it grappled. Finally, being underwater imposes no penaltes
  on the target's movement or atacks.
  Friends
  Enchantment cantrip
  Castng Time: 1 acton
  Range: Self
  Components: S, M (a small amount of makeup applied to the face as this spell is cast)
  Duraton: Concentraton, up to 1 minute
  For the duraton, you have advantage on all Charisma checks directed at one creature of your choice
  that isn’t hostle toward you. When the spell ends, the creature realizes that you used magic to
  infuence its mood and becomes hostle toward you. A creature prone to violence might atack you.
  Another creature might seek retributon in other ways (at the DM’s discreton), depending on the
  nature of your interacton with it.
  
  Gaseous Form
  3rd-level transmutaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a bit of gauze and a wisp of smoke)
  Duraton: Concentraton, up to 1 hour
  You transform a willing creature you touch, along with everything it’s wearing and carrying, into a
  misty cloud for the duraton. The spell ends if the creature drops to 0 hit points. An incorporeal
  creature isn’t afected. 
  While in this form, the target’s only method of movement is a fying 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 Consttuton 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 atack or
  cast spells.
  Gate
  9th-level conjuraton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a diamond worth at least 5,000 gp)
  Duraton: Concentraton, up to 1 minute
  You conjure a portal linking an unoccupied space you can see within range to a precise locaton on a
  diferent plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
  diameter. You can orient the portal in any directon you choose. The portal lasts for the duraton.
  The portal has a front and a back on each plane where it appears. Travel through the portal is
  possible only by moving through its front. Anything that does so is instantly transported to the other
  plane, appearing in the unoccupied space nearest to the portal. 
  Deites and other planar rulers can prevent portals created by this spell from opening in their
  presence or anywhere within their domains.
  When you cast this spell, you can speak the name of a specifc creature (a pseudonym, ttle, or
  nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal
  opens in the named creature’s immediate vicinity and draws the creature through it to the nearest
  unoccupied space on your side of the portal. You gain no special power over the creature, and it is
  free to act as the DM deems appropriate. It might leave, atack you, or help you.
  
  Geas
  5th-level enchantment
  Castng Time: 1 minute
  Range: 60 feet
  Components: V
  Duraton: 30 days
  You place a magical command on a creature that you can see within range, forcing it to carry out
  some service or refrain from some acton or course of actvity as you decide. If the creature can
  understand you, it must succeed on a Wisdom saving throw or become charmed by you for the
  duraton. While the creature is charmed by you, it takes 5d10 psychic damage each tme it acts in a
  manner directly counter to your instructons, but no more than once each day. A creature that can't
  understand you is unafected by the spell.
  You can issue any command you choose, short of an actvity that would result in certain death.
  Should you issue a suicidal command, the spell ends. You can end the spell early by using an acton to
  dismiss it. A remove curse, greater restoraton, or wish spell also ends it.
  At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duraton is 1 year.
  When you cast this spell using a spell slot of 9th level, the spell lasts untl it is ended by one of the
  spells mentoned above.
  Gentle Repose
  2nd-level necromancy (ritual)
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes,
  which must remain there for the duraton)
  Duraton: 10 days
  You touch a corpse or other remains. For the duraton, the target is protected from decay and can’t
  become undead.
  The spell also efectvely extends the tme limit on raising the target from the dead, since days spent
  under the infuence of this spell don’t count against the tme limit of spells such as raise dead.
  Giant Insect
  4th-level transmutaton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S
  Duraton: Concentraton, up to 10 minutes
  You transform up to ten centpedes, three spiders, fve wasps, or one scorpion within range into giant
  versions of their natural forms for the duraton. A centpede becomes a giant centpede, 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 turn each round. The
  DM has the statstcs for these creatures and resolves their actons and movement.
  A creature remains in its giant size for the duraton, untl it drops to 0 hit points, or untl you use an
  acton to dismiss the efect on it.
  The DM might allow you to choose diferent targets. For example, if you transform a bee, its giant
  version might have the same statstcs as a giant wasp.
  
  Glibness
  8th-level transmutaton
  Castng Time: 1 acton
  Range: Self
  Components: V
  Duraton: 1 hour
  Untl the spell ends, when you make a Charisma check, you can replace the number you roll with a
  15. Additonally, no mater what you say, magic that would determine if you are telling the truth
  indicates that you are being truthful.
  Globe of Invulnerability
  6th-level abjuraton
  Castng Time: 1 acton
  Range: Self (10-foot radius)
  Components: V, S, M (a glass or crystal bead that shaters when the spell ends)
  Duraton: Concentraton, up to 1 minute
  An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and
  remains for the duraton.
  Any spell of 5th level or lower cast from outside the barrier can't afect creatures or objects within it,
  even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects
  within the barrier, but the spell has no efect on them. Similarly, the area within the barrier is
  excluded from the areas afected by such spells.
  At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks
  spells of one level higher for each slot level above 6th.
  
  Glyph of Warding
  3rd-level abjuraton
  Castng Time: 1 hour
  Range: Touch
  Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell
  consumes)
  Duraton: Untl dispelled or triggered
  When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such
  as a table or a secton of foor or wall) or within an object that can be closed (such as a book, a scroll,
  or a treasure chest) to conceal the glyph. 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 and requires a successful
  Intelligence (Investgaton) check against your spell save DC to be found.
  You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the
  most typical triggers include touching or standing on the glyph, removing another object covering
  the glyph, approaching within a certain distance of the glyph, or manipulatng the object on which
  the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include
  opening that object, approaching within a certain distance of the object, or seeing or reading the
  glyph. Once a glyph is triggered, this spell ends.
  You can further refne the trigger so the spell actvates only under certain circumstances or according
  to physical characteristcs (such as height or weight), creature kind (for example, the ward could be
  set to afect aberratons or drow), or alignment. You can also set conditons for creatures that don’t
  trigger the glyph, such as those who say a certain password.
  When you inscribe the glyph, choose explosive runes or a spell glyph.
  Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere
  centered on the glyph. The sphere spreads around corners. Each creature in the area must make a
  Dexterity saving throw. A creature takes 5d8 acid, cold, fre, lightning, or thunder damage on a failed
  saving throw (your choice when you create the glyph), or half as much damage on a successful one.
  Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by castng it as part of
  creatng the glyph. The spell must target a single creature or an area. The spell being stored has no
  immediate efect when cast in this way. When the glyph is triggered, the stored spell is cast. If the
  spell has a target, it targets the creature that triggered the glyph. If the spell afects an area, the area
  is centered on that creature. If the spell summons hostle creatures or creates harmful objects or
  traps, they appear as close as possible to the intruder and atack it. If the spell requires
  concentraton, it lasts untl the end of its full duraton.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an
  explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you
  can store any spell of up to the same level as the slot you use for
  the glyph of warding.
  
  Goodberry
  1st-level transmutaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a sprig of mistletoe)
  Duraton: Instantaneous
  Up to ten berries appear in your hand and are infused with magic for the duraton. A creature can
  use its acton to eat one berry. Eatng a berry restores 1 hit point, and the berry provides enough
  nourishment to sustain a creature for one day.
  The berries lose their potency if they have not been consumed within 24 hours of the castng of this
  spell.
  Grasping Vine
  4th-level conjuraton
  Castng Time: 1 bonus acton
  Range: 30 feet
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can
  see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30
  feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20
  feet directly toward the vine.
  Untl the spell ends, you can direct the vine to lash out at the same creature or another one as a
  bonus acton on each of your turns.
  Grease
  1st-level conjuraton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a bit of pork rind or buter)
  Duraton: 1 minute
  Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into
  difcult terrain for the duraton.
  When the grease appears, each creature standing in its area must succeed on a Dexterity saving
  throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a
  Dexterity saving throw or fall prone.
  Greater Invisibility
  4th-level illusion
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  You or a creature you touch becomes invisible untl the spell ends. Anything the target is wearing or
  carrying is invisible as long as it is on the target’s person.
  
  Greater Restoraton
  5th-level abjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
  Duraton: Instantaneous
  You imbue a creature you touch with positve energy to undo a debilitatng efect. You can reduce the
  target’s exhauston level by one, or end one of the following efects on the target:
  • One efect that charmed or petrifed the target
  • One curse, including the target’s atunement to a cursed magic item
  • Any reducton to one of the target’s ability scores
  • One efect reducing the target’s hit point maximum
  Guardian of Faith
  4th-level conjuraton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V
  Duraton: 8 hours
  A Large spectral guardian appears and hovers for the duraton in an unoccupied space of your choice
  that you can see within range. The guardian occupies that space and is indistnct except for a
  gleaming sword and shield emblazoned with the symbol of your deity.
  Any creature hostle to you that moves to a space within 10 feet of the guardian for the frst tme on
  a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed
  save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of
  60 damage.
  
  Guards and Wards
  6th-level abjuraton
  Castng Time: 10 minutes
  Range: Touch
  Components: V, S, M (burning incense, a small measure of brimstone and oil, a knoted string, a
  small amount of umber hulk blood, and a small silver rod worth at least 10 gp)
  Duraton: 24 hours
  You create a ward that protects up to 2,500 square feet of foor space (an area 50 feet square, or one
  hundred 5-foot squares or twenty-fve 10-foot squares). The warded area can be up to 20 feet tall,
  and shaped as you desire. You can ward several stories of a stronghold by dividing the area among
  them, as long as you can walk into each contguous area while you are castng the spell.
  When you cast this spell, you can specify individuals that are unafected by any or all of the efects
  that you choose. You can also specify a password that, when spoken aloud, makes the speaker
  immune to these efects.
  Guards and wards creates the following efects within the warded area.
  Corridors. Fog flls all the warded corridors, making them heavily obscured. In additon, at each
  intersecton or branching passage ofering a choice of directon, there is a 50 percent chance that a
  creature other than you will believe it is going in the opposite directon from the one it chooses.
  Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In
  additon, you can cover up to ten doors with an illusion (equivalent to the illusory object functon of
  the minor illusion spell) to make them appear as plain sectons of wall.
  Stairs. Webs fll all stairs in the warded area from top to botom, as the web spell. These strands
  regrow in 10 minutes if they are burned or torn away while guards and wards lasts.
  Other Spell Efect. You can place your choice of one of the following magical efects within the
  warded area of the stronghold.
  • Place dancing lights in four corridors. You can designate a simple program that the lights repeat as
  long as guards and wards lasts.
  • Place magic mouth in two locatons.
  • Place stnking cloud in two locatons. The vapors appear in the places you designate; they return
  within 10 minutes if dispersed by wind while guards and wards lasts.
  • Place a constant gust of wind in one corridor or room.
  • Place a suggeston in one locaton. You select an area of up to 5 feet square, and any creature that
  enters or passes through the area receives the suggeston mentally.
  The whole warded area radiates magic. A dispel magic cast on a specifc efect, if successful, removes
  only that efect.
  You can create a permanently guarded and warded structure by castng this spell there every day for
  one year.
  
  Guidance
  Divinaton cantrip
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the
  number rolled to one ability check of its choice. It can roll the die before or afer making the ability
  check. The spell then ends.
  Guiding Bolt
  1st-level evocaton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: 1 round
  A fash of light streaks toward a creature of your choice within range. Make a ranged spell atack
  against the target. On a hit, the target takes 4d6 radiant damage, and the next atack roll made
  against this target before the end of your next turn has advantage, thanks to the mystcal dim light
  glitering on the target untl then.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
  increases by 1d6 for each slot level above 1st.
  Gust of Wind
  2nd-level evocaton
  Castng Time: 1 acton
  Range: Self (60-foot line)
  Components: V, S, M (a legume seed)
  Duraton: Concentraton, up to 1 minute
  A line of strong wind 60 feet long and 10 feet wide blasts from you in a directon you choose for the
  spell’s duraton. Each creature that starts its turn in the line must succeed on a Strength saving throw
  or be pushed 15 feet away from you in a directon following the line. Any creature in the line must
  spend 2 feet of movement for every 1 foot it moves when moving closer to you.
  The gust disperses gas or vapor, and it extnguishes candles, torches, and similar unprotected fames
  in the area. It causes protected fames, such as those of lanterns, to dance wildly and has a 50
  percent chance to extnguish them.
  As a bonus acton on each of your turns before the spell ends, you can change the directon in which
  the line blasts from you.
  
  Hail of Thorns
  1st-level conjuraton
  Castng Time: 1 bonus acton
  Range: Self
  Components: V
  Duraton: Concentraton, up to 1 minute
  The next tme you hit a creature with a ranged weapon atack before the spell ends, this spell creates
  a rain of thorns that sprouts from your ranged weapon or ammuniton. In additon to the normal
  efect of the atack, the target of the atack and each creature within 5 feet of it must make a
  Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much
  damage on a successful one.
  At Higher Levels. If you cast this spell using a spell slot of 2nd level or higher, the damage increases
  by 1d10 for each slot level above 1st (to a maximum of 6 d10).
  Hallow
  5th-level evocaton
  Castng Time: 24 hours
  Range: Touch
  Components: V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
  Duraton: Untl dispelled
  You touch a point and infuse an area around it with holy (or unholy) power. The area can have a
  radius up to 60 feet, and the spell fails if the radius includes an area already under the efect a
  hallow spell. The afected area is subject to the following efects. First, celestals, elementals, fey,
  fends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures
  within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed,
  frightened, or possessed upon entering the area. You can exclude one or more of those types of
  creatures from this efect.
  Second, you can bind an extra efect to the area. Choose the efect from the following list, or choose
  an efect ofered by the DM. Some of these efects apply to creatures in the area; you can designate
  whether the efect applies to all creatures, creatures that follow a specifc deity or leader, or
  creatures of a specifc sort, such as ores or trolls. When a creature that would be afected enters the
  spell’s area for the frst tme on a turn or starts its turn there, it can make a Charisma saving throw.
  On a success, the creature ignores the extra efect untl it leaves the area.
  Courage. Afected creatures can’t be frightened while in the area.
  Darkness. Darkness flls the area. Normal light, as well as magical light created by spells of a lower
  level than the slot you used to cast this spell, can’t illuminate the area.
  Daylight. Bright light flls the area. Magical darkness created by spells of a lower level than the slot
  you used to cast this spell can’t extnguish the light.
  Energy Protecton. Afected creatures in the area have resistance to one damage type of your choice,
  except for bludgeoning, piercing, or slashing.
  Energy Vulnerability. Afected creatures in the area have vulnerability to one damage type of your
  choice, except for bludgeoning, piercing, or slashing.
  Everlastng Rest. Dead bodies interred in the area can’t be turned into undead.
  Extradimensional Interference. Afected creatures can’t move or travel using teleportaton or by
  extradimensional or interplanar means.
  Fear. Afected creatures are frightened while in the area.
  Silence. No sound can emanate from within the area, and no sound can reach into it.
  Tongues. Afected creatures can communicate with any other creature in the area, even if they don’t
  share a common language.
  
  Hallucinatory Terrain
  4th-level illusion
  Castng Time: 10 minutes
  Range: 300 feet
  Components: V, S, M (a stone, a twig, and a bit of green plant)
  Duraton: 24 hours
  You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of
  natural terrain. Thus, open felds or a road can be made to resemble a swamp, hill, crevasse, or some
  other difcult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice
  like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures,
  equipment, and creatures within the area aren’t changed in appearance. The tactle characteristcs of
  the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the
  diference isn’t obvious by touch, a creature carefully examining the illusion can atempt an
  Intelligence (Investgaton) check against your spell save DC to disbelieve it. A creature who discerns
  the illusion for what it is, sees it as a vague image superimposed on the terrain.
  Harm
  6th-level necromancy
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Instantaneous
  You unleash a virulent disease on a creature that you can see within range. The target must make a
  Consttuton saving throw. On a failed save, it takes 14d6 necrotc damage, or half as much damage
  on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the
  saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotc
  damage it took. Any efect that removes a disease allows a creature’s hit point maximum to return to
  normal before that tme passes. 
  Haste
  3rd-level transmutaton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a shaving of licorice root)
  Duraton: Concentraton, up to 1 minute
  Choose a willing creature that you can see within range. Untl 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
  additonal acton on each of its turns. That acton can be used only to take the Atack (one weapon
  atack only), Dash, Disengage, Hide, or Use an Object acton.
  When the spell ends, the target can’t move or take actons untl afer its next turn, as a wave of
  lethargy sweeps over it.
  
  Heal
  6th-level evocaton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Instantaneous
  Choose a creature that you can see within range. A surge of positve energy washes through the
  creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases
  afectng the target. This spell has no efect on constructs or undead.
  At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of
  healing increases by 10 for each slot level above 6th.
  Healing Word
  1st-level evocaton
  Castng Time: 1 bonus acton
  Range: 60 feet
  Components: V
  Duraton: Instantaneous
  A creature of your choice that you can see within range regains hit points equal to 1d4 + your
  spellcastng ability modifer. This spell has no efect on undead or constructs.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing
  increases by 1d4 for each slot level above 1st.
  Heat Metal
  2nd-level transmutaton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a piece of iron and a fame)
  Duraton: Concentraton, up to 1 minute
  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 fre damage when you cast the spell. Untl the spell ends, you can
  use a bonus acton on each of your subsequent turns to cause this damage again. If a creature is
  holding or wearing the object and takes the damage from it, the creature must succeed on a
  Consttuton saving throw or drop the object if it can. If it doesn’t drop the object, it has
  disadvantage on atack rolls and ability checks untl 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.
  
  Hellish Rebuke
  1st-level evocaton
  Castng Time: 1 reacton, which you take in response to being damaged by a creature within 60 feet
  of you that you can see
  Range: 60 feet
  Components: V, S
  Duraton: Instantaneous
  You point your fnger, and the creature that damaged you is momentarily surrounded by hellish
  fames. The creature must make a Dexterity saving throw. It takes 2d10 fre 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 2nd level or higher, the damage
  increases by 1d10 for each slot level above 1st.
  Heroes’ Feast
  6th-level conjuraton
  Castng Time: 10 minutes
  Range: 30 feet
  Components: V, S, M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes)
  Duraton: Instantaneous
  You bring forth a great feast, including magnifcent food and drink. The feast takes 1 hour to consume
  and disappears at the end of that tme, and the benefcial efects don’t set in untl this hour is over.
  Up to twelve other creatures can partake of the feast.
  A creature that partakes of the feast gains several benefts. The creature is cured of all diseases and
  poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with
  advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points.
  These benefts last for 24 hours.
  Heroism
  1st-level enchantment
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  A willing creature you touch is imbued with bravery. Untl the spell ends, the creature is immune to
  being frightened and gains temporary hit points equal to your spellcastng ability modifer at the start
  of each of its turns. When the spell ends, the target loses any remaining temporary hit points from
  this spell.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one
  additonal creature for each slot level above 1st.
  
  Hex
  1st-level enchantment
  Castng Time: 1 bonus acton
  Range: 90 feet
  Components: V, S, M (the petrifed eye of a newt)
  Duraton: Concentraton, up to 1 hour
  You place a curse on a creature that you can see within range. Untl the spell ends, you deal an extra
  1d6 necrotc damage to the target whenever you hit it with an atack. Also, choose one ability when
  you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
  If the target drops to 0 hit points before this spell ends, you can use a bonus acton on a subsequent
  turn of yours to curse a new creature.
  A remove curse cast on the target ends this spell early.
  At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your
  concentraton on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can
  maintain your concentraton on the spell for up to 24 hours.
  Hold Monster
  5th-level enchantment
  Castng Time: 1 acton
  Range: 90 feet
  Components: V, S, M (a small, straight piece of iron)
  Duraton: Concentraton, up to 1 minute
  Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw
  or be paralyzed for the duraton. This spell has no efect on undead. At the end of each of its turns,
  the target can make another Wisdom saving throw. On a success, the spell ends on the target.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one
  additonal creature for each slot level above 5th. The creatures must be within 30 feet of each other
  when you target them.
  Hold Person
  2nd-level enchantment
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a small, straight piece of iron)
  Duraton: Concentraton, up to 1 minute
  Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving
  throw or be paralyzed for the duraton. At the end of each of its turns, the target can make another
  Wisdom saving throw. On a success, the spell ends on the target.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one
  additonal humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each
  other when you target them.
  
  Holy Aura
  8th-level abjuraton
  Castng Time: 1 acton
  Range: Self
  Components: V, S, M (a tny reliquary worth at least 1,000 gp containing a sacred relic, such as a
  scrap of cloth from a saint’s robe or a piece of parchment from a religious text)
  Duraton: Concentraton, up to 1 minute
  Divine light washes out from you and coalesces in a sof radiance in a 30-foot radius around you.
  Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and
  have advantage on all saving throws, and other creatures have disadvantage on atack rolls against
  them untl the spell ends. In additon, when a fend or an undead hits an afected creature with a
  melee atack, the aura fashes with brilliant light. The atacker must succeed on a Consttuton saving
  throw or be blinded untl the spell ends.
  Hunger of Hadar
  3rd-level conjuraton
  Castng Time: 1 acton
  Range: 150 feet
  Components: V, S, M (a pickled octopus tentacle)
  Duraton: Concentraton, up to 1 minute
  You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-
  foot-radius sphere of blackness and biter cold appears, centered on a point with range and lastng
  for the duraton. This void is flled with a cacophony of sof whispers and slurping noises that can be
  heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully
  within the area are blinded. The void creates a warp in the fabric of space, and the area is difcult
  terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its
  turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky,
  otherworldly tentacles rub against it.
  Hunter’s Mark
  1st-level divinaton
  Castng Time: 1 bonus acton
  Range: 90 feet
  Components: V
  Duraton: Concentraton, up to 1 hour
  You choose a creature you can see within range and mystcally mark it as your quarry. Untl the spell
  ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon atack, and you
  have advantage on any Wisdom (Percepton) or Wisdom (Survival) check you make to fnd it. If the
  target drops to 0 hit points before this spell ends, you can use a bonus acton on a subsequent turn
  of yours to mark a new creature.
  At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your
  concentraton on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can
  maintain your concentraton on the spell for up to 24 hours. 
  
  Hypnotc Patern
  3rd-level illusion
  Castng Time: 1 acton
  Range: 120 feet
  Components: S, M (a glowing stck of incense or a crystal vial flled with phosphorescent material)
  Duraton: Concentraton, up to 1 minute
  You create a twistng patern of colors that weaves through the air inside a 30-foot cube within
  range. The patern appears for a moment and vanishes. Each creature in the area who sees the
  patern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the
  duraton. While charmed by this spell, the creature is incapacitated and has a speed of 0.
  The spell ends for an afected creature if it takes any damage or if someone else uses an acton to
  shake the creature out of its stupor.
  Ice Storm
  4th-level evocaton
  Castng Time: 1 acton
  Range: 300 feet
  Components: V, S, M (a pinch of dust and a few drops of water)
  Duraton: Instantaneous
  A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a
  point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature
  takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a
  successful one. Hailstones turn the storm's area of efect into difcult terrain untl the end of your
  next turn.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning
  damage increases by 1d8 for each slot level above 4th.
  Identfy
  1st-level divinaton (ritual)
  Castng Time: 1 minute
  Range: Touch
  Components: V, S, M (a pearl worth at least 100 gp and
  an owl feather)
  Duraton: Instantaneous
  You choose one object that you must touch throughout the castng of the spell. If it is a magic item or
  some other magic-imbued object, you learn its propertes and how to use them, whether it requires
  atunement to use, and how many charges it has, if any. You learn whether any spells are afectng
  the item and what they are. If the item was created by a spell, you learn which spell created it.
  If you instead touch a creature throughout the castng, you learn what spells, if any, are currently
  afectng it.
  
  Illusory Script
  1st-level illusion (ritual)
  Castng Time: 1 minute
  Range: Touch
  Components: S, M (a lead-based ink worth at least 10 gp, which the spell consumes)
  Duraton: 10 days
  You write on parchment, paper, or some other suitable writng material and imbue it with a potent
  illusion that lasts for the duraton.
  To you and any creatures you designate when you cast the spell, the writng appears normal, writen
  in your hand, and conveys whatever meaning you intended when you wrote the text. To all others,
  the writng appears as if it were writen in an unknown or magical script that is unintelligible.
  Alternatvely, you can cause the writng to appear to be an entrely diferent message, writen in a
  diferent hand and language, though the language must be one you know.
  Should the spell be dispelled, the original script and the illusion both disappear.
  A creature with truesight can read the hidden message.
  
  Imprisonment
  9th-level abjuraton
  Castng Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a vellum depicton or a carved statuete in the likeness of the target, and a
  special component that varies according to the version of the spell you choose, worth at least 500 gp
  per Hit Die of the target)
  Duraton: Untl dispelled
  You create a magical restraint to hold a creature that you can see within range. The target must
  succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell
  if you cast it again. While afected by this spell, the creature doesn't need to breathe, eat, or drink,
  and it doesn’t age. Divinaton spells can’t locate or perceive the target.
  When you cast the spell, you choose one of the following forms of imprisonment.
  Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large
  enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or
  use planar travel to get into or out of it.
  The special component for this version of the spell is a small mithral orb.
  Chaining. Heavy chains, frmly rooted in the ground, hold the target in place. The target is restrained
  untl the spell ends, and it can’t move or be moved by any means untl then. The special component
  for this version of the spell is a fne chain of precious metal.
  Hedged Prison. The spell transports the target into a tny demiplane that is warded against
  teleportaton and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar
  confned structure or area of your choice. The special component for this version of the spell is a
  miniature representaton of the prison made from jade.
  Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone
  or similar object. Light can pass through the gemstone normally (allowing the target to see out and
  other creatures to see in), but nothing else can pass through, even by means of teleportaton or
  planar travel. The gemstone can’t be cut or broken while the spell remains in efect. The special
  component for this version of the spell is a large, transparent gemstone, such as a corundum,
  diamond, or ruby.
  Slumber. The target falls asleep and can’t be awoken. The special component for this version of the
  spell consists of rare soporifc herbs.
  Ending the Spell. During the castng of the spell, in any of its versions, you can specify a conditon
  that will cause the spell to end and release the target. The conditon can be as specifc or as
  elaborate as you choose, but the DM must agree that the conditon is reasonable and has a
  likelihood of coming to pass. The conditons can be based on a creature’s name, identty, or deity but
  otherwise must be based on observable actons or qualites and not based on intangibles such as
  level, class, or hit points.
  A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targetng either the prison
  or the special component used to create it. You can use a partcular special component to create only
  one prison at a tme. If you cast the spell again using the same component, the target of the frst
  castng is immediately freed from its binding.
  
  Incendiary Cloud
  8th-level conjuraton
  Castng Time: 1 acton
  Range: 150 feet
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere
  centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts
  for the duraton or untl a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
  When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes
  10d8 fre damage on a failed save, or half as much damage on a successful one. A creature must also
  make this saving throw when it enters the spell’s area for the frst tme on a turn or ends its turn
  there. The cloud moves 10 feet directly away from you in a directon that you choose at the start of
  each of your turns.
  Infict Wounds
  1st-level necromancy
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: Instantaneous
  Make a melee spell atack against a creature you can reach. On a hit, the target takes 3d10 necrotc
  damage.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
  increases by 1d10 for each slot level above 1st. 
  Insect Plague
  5th-level conjuraton
  Castng Time: 1 acton
  Range: 300 feet
  Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat)
  Duraton: Concentraton, up to 10 minutes
  Swarming, bitng locusts fll a 20-foot-radius sphere centered on a point you choose within range.
  The sphere spreads around corners. The sphere remains for the duraton, and its area is lightly
  obscured. The sphere’s area is difcult terrain.
  When the area appears, each creature in it must make a Consttuton saving throw. A creature takes
  4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must
  also make this saving throw when it enters the spell’s area for the frst tme on a turn or ends its turn
  there.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage
  increases by 1d10 for each slot level above 5th.
  
  Invisibility
  2nd-level illusion
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (an eyelash encased in gum arabic)
  Duraton: Concentraton, up to 1 hour
  A creature you touch becomes invisible untl the spell ends. Anything the target is wearing or
  carrying is invisible as long as it is on the target’s person. The spell ends for a target that atacks or
  casts a spell.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one
  additonal creature for each slot level above 2nd.
  Jump
  1st-level transmutaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a grasshopper’s hind leg)
  Duraton: 1 minute
  You touch a creature. The creature’s jump distance is tripled untl the spell ends.
  Knock
  2nd-level transmutaton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V
  Duraton: Instantaneous
  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 multple 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 tme 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.
  
  Legend Lore
  5th-level divinaton
  Castng Time: 10 minutes
  Range: Self
  Components: V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips
  worth at least 50 gp each)
  Duraton: Instantaneous
  Name or describe a person, place, or object. The spell brings to your mind a brief summary of the
  signifcant lore about the thing you named. The lore might consist of current tales, forgoten stories,
  or even secret lore that has never been widely known. If the thing you named isn’t of legendary
  importance, you gain no informaton. The more informaton you already have about the thing, the
  more precise and detailed the informaton you receive is.
  The informaton you learn is accurate but might be couched in fguratve language. For example, if
  you have a mysterious magic axe on hand, the spell might yield this informaton: “Woe to the
  evildoer whose hand touches the axe, for even the haf slices the hand of the evil ones. Only a true
  Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with
  the sacred word Rudnogg on the lips.”
  Leomund’s Secret Chest
  4th-level conjuraton
  Castng Time: 1 acton
  Range: Touch
  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)
  Duraton: Instantaneous
  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 acton and touch the replica to recall
  the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the
  chest back to the Ethereal Plane by using an acton and touching both the chest and the replica.
  Afer 60 days, there is a cumulatve 5 percent chance per day that the spell's efect ends. This efect
  ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the
  spell as an acton. 
  If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
  
  Leomund’s Tiny Hut
  3rd-level evocaton (ritual)
  Castng Time: 1 minute
  Range: Self (10-foot-radius hemisphere)
  Components: V, S, M (a small crystal bead)
  Duraton: 8 hours
  A 10-foot-radius immobile dome of force springs into existence around and above you and remains
  statonary for the duraton. The spell ends if you leave its area. Nine creatures of Medium size or
  smaller can ft inside the dome with you. The spell fails if its area includes a larger creature or more
  than nine creatures. Creatures and objects within the dome when you cast this spell can move
  through it freely. All other creatures and objects are barred from passing through it. Spells and other
  magical efects can’t extend through the dome or be cast through it. The atmosphere inside the
  space is comfortable and dry, regardless of the weather outside.
  Untl the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque
  from the outside, of any color you choose, but it is transparent from the inside.
  Lesser Restoraton
  2nd-level abjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: Instantaneous
  You touch a creature and can end either one disease or one conditon afictng it. The conditon can
  be blinded, deafened, paralyzed, or poisoned.
  Levitate
  2nd-level transmutaton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with
  a long shank on one end)
  Duraton: Concentraton, up to 10 minutes
  One creature or object of your choice that you can see within range rises vertcally, up to 20 feet, and
  remains suspended there for the duraton. The spell can levitate a target that weighs up to 500
  pounds. An unwilling creature that succeeds on a Consttuton saving throw is unafected.
  The target can move only by pushing or pulling against a fxed object or surface within reach (such as
  a wall or a ceiling), which allows it to move as if it w ere climbing. You can change the target’s
  alttude by up to 20 feet in either directon on your turn. If you are the target, you can move up or
  down as part of your move. Otherwise, you can use your acton to move the target, which must
  remain within the spell’s range. When the spell ends, the target foats gently to the ground if it is stll
  alof.
  
  Light
  Evocaton cantrip
  Castng Time: 1 acton
  Range: Touch
  Components: V, M (a frefy or phosphorescent moss)
  Duraton: 1 hour
  You touch one object that is no larger than 10 feet in any dimension. Untl the spell ends, the object
  sheds bright light in a 20-foot radius and dim light for an additonal 20 feet. The light can be colored
  as you like. Completely covering the object with something opaque blocks the light. The spell ends if
  you cast it again or dismiss it as an acton.
  If you target an object held or worn by a hostle creature, that creature must succeed on a Dexterity
  saving throw to avoid the spell.
  Lightning Arrow
  3rd-level transmutaton
  Castng Time: 1 bonus acton
  Range: Self
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  The next tme you make a ranged weapon atack during the spell’s duraton, the weapon’s
  ammuniton, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make
  the atack 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 ammuniton 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 efects of the spell increases by 1d8 for each slot level above 3rd.
  Lightning Bolt
  3rd-level evocaton
  Castng Time: 1 acton
  Range: Self (100-foot line)
  Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)
  Duraton: Instantaneous
  A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a directon
  you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6
  lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites
  fammable objects in the area that aren’t being worn or carried.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage
  increases by 1d6 for each slot level above 3rd. 
  
  Locate Animals or Plants
  2nd-level divinaton (ritual)
  Castng Time: 1 acton
  Range: Self
  Components: V, S, M (a bit of fur from a bloodhound)
  Duraton: Instantaneous
  Describe or name a specifc kind of beast or plant. Concentratng on the voice of nature in your
  surroundings, you learn the directon and distance to the closest creature or plant of that kind within
  5 miles, if any are present.
  Locate Creature
  4th-level divinaton
  Castng Time: 1 acton
  Range: Self
  Components: V, S, M (a bit of fur from a bloodhound)
  Duraton: Concentraton, up to 1 hour
  Describe or name a creature that is familiar to you. You sense the directon to the creature’s locaton,
  as long as that creature is within 1,000 feet of you. If the creature is moving, you know the directon
  of its movement. The spell can locate a specifc creature known to you, or the nearest creature of a
  specifc kind (such as a human or a unicorn), so long as you have seen such a creature up close—
  within 30 feet—at least once. If the creature you described or named is in a diferent form, such as
  being under the efects of a polymorph spell, this spell doesn’t locate the creature.
  This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between
  you and the creature.
  Locate Object
  2nd-level divinaton
  Castng Time: 1 acton
  Range: Self
  Components: V, S, M (a forked twig)
  Duraton: Concentraton, up to 10 minutes
  Describe or name an object that is familiar to you. You sense the directon to the object’s locaton, as
  long as that object is within 1,000 feet of you. If the object is in moton, you know the directon of its
  movement. The spell can locate a specifc object known to you, as long as you have seen it up close—
  within 30 feet—at least once. Alternatvely, the spell can locate the nearest object of a partcular
  kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
  This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path
  between you and the object.
  
  Longstrider
  1st-level transmutaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a pinch of dirt)
  Duraton: 1 hour
  You touch a creature. The target’s speed increases by 10 feet untl the spell ends.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one
  additonal creature for each slot level above 1st.
  Mage Armor
  1st-level abjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a piece of cured leather)
  Duraton: 8 hours
  You touch a willing creature who isn’t wearing armor, and a protectve magical force surrounds it
  untl the spell ends. The target’s base AC becomes 13 + its Dexterity modifer. The spell ends if the
  target dons armor or if you dismiss the spell as an acton.
  Mage Hand
  Conjuraton cantrip
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S
  Duraton: 1 minute
  A spectral, foatng hand appears at a point you choose within range. The hand lasts for the duraton
  or untl you dismiss it as an acton. The hand vanishes if it is ever more than 30 feet away from you or
  if you cast this spell again.
  You can use your acton to control the hand. You can use the hand to manipulate an object, open an
  unlocked door or container, stow or retrieve an item from an open container, or pour the contents
  out of a vial. You can move the hand up to 30 feet each tme you use it. The hand can’t atack,
  actvate magic items, or carry more than 10 pounds.
  
  Magic Circle
  3rd-level abjuraton
  Castng Time: 1 minute
  Range: 10 feet
  Components: V, S, M (holy water or powdered silver and iron worth at least 100 gp, which the spell
  consumes)
  Duraton: 1 hour
  You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground
  that you can see within range. Glowing runes appear wherever the cylinder intersects with the foor
  or other surface.
  Choose one or more of the following types of creatures: celestals, elementals, fey, fends, or undead.
  The circle afects a creature of the chosen type in the following ways:
  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use
  teleportaton or interplanar travel to do so, it must frst succeed on a Charisma saving throw.
  • The creature has disadvantage on atack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
  When you cast this spell, you can elect to cause its magic to operate in the reverse directon,
  preventng a creature of the specifed type from leaving the cylinder and protectng targets outside
  it.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duraton
  increases by 1 hour for each slot level above 3rd.
  
  Magic Jar
  6th-level necromancy
  Castng Time: 1 minute
  Range: Self
  Components: V, S, M (a gem, crystal, reliquary, or some other ornamental container worth at least
  500 gp)
  Duraton: Untl dispelled
  Your body falls into a catatonic state as your soul leaves it and enters the container you used for the
  spell’s material component. While your soul inhabits the container, you are aware of your
  surroundings as if you were in the container’s space. You can’t move or use reactons. The only
  acton you can take is to project your soul up to 100 feet out of the container, either returning to
  your living body (and ending the spell) or atemptng to possess a humanoids body.
  You can atempt to possess any humanoid within 100 feet of you that you can see (creatures warded
  by a protecton from evil and good or magic circle spell can’t be possessed). The target must make a
  Charisma saving throw. On a failure, your soul moves into the target’s body, and the target’s soul
  becomes trapped in the container. On a success, the target resists your eforts to possess it, and you
  can’t atempt to possess it again for 24 hours.
  Once you possess a creature’s body, you control it. Your game statstcs are replaced by the statstcs
  of the creature, though you retain your alignment and your Intelligence, Wisdom, and Charisma
  scores. You retain the beneft of your own class features. If the target has any class levels, you can’t
  use any of its class features. Meanwhile, the possessed creature’s soul can perceive from the
  container using its own senses, but it can’t move or take actons at all.
  While possessing a body, you can use your acton to return from the host body to the container if it is
  within 100 feet of you, returning the host creature’s soul to its body. If the host body dies while
  you’re in it, the creature dies, and you must make a Charisma saving throw against your own
  spellcastng DC. On a success, you return to the container if it is within 100 feet of you. Otherwise,
  you die.
  If the container is destroyed or the spell ends, your soul immediately returns to your body. If your
  body is more than 100 feet away from you or if your body is dead when you atempt to return to it,
  you die. If another creature’s soul is in the container when it is destroyed, the creature’s soul returns
  to its body if the body is alive and within 100 feet. Otherwise, that creature dies.
  When the spell ends, the container is destroyed.
  Magic Missile
  1st-level evocaton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: Instantaneous
  You create three glowing darts of magical force. Each dart hits a creature of your choice that you can
  see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously,
  and you can direct them to hit one creature or several.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates
  one more dart for each slot level above 1st.
  
  Magic Mouth
  2nd-level illusion (ritual)
  Castng Time: 1 minute
  Range: 30 feet
  Components: V, S, M (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell
  consumes)
  Duraton: Untl dispelled
  You implant a message within an object in range, a message that is utered when a trigger conditon
  is met. Choose an object that you can see and that isn’t being worn or carried by another creature.
  Then speak the message, which must be 25 words or less, though it can be delivered over as long as
  10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
  When that circumstance occurs, a magical mouth appears on the object and recites the message in
  your voice and at the same volume you spoke. If the object you chose has a mouth or something that
  looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the
  words appear to come from the object’s mouth. When you cast this spell, you can have the spell end
  afer it delivers its message, or it can remain and repeat its message whenever the trigger occurs. 
  The triggering circumstance can be as general or as detailed as you like, though it must be based on
  visual or audible conditons that occur within 30 feet of the object. For example, you could instruct
  the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings
  within 30 feet of it.
  Magic Weapon
  2nd-level transmutaton
  Castng Time: 1 bonus acton
  Range: Touch
  Components: V, S
  Duraton: Concentraton, up to 1 hour
  You touch a nonmagical weapon. Untl the spell ends, that weapon becomes a magic weapon with a
  +1 bonus to atack 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. 
  
  Major Image
  3rd-level illusion
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S, M (a bit of feece)
  Duraton: Concentraton, up to 10 minutes
  You create the image of an object, a creature, or some other visible phenomenon that is no larger
  than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the
  duraton. It seems completely real, including sounds, smells, and temperature appropriate to the
  thing depicted. You can’t create sufcient heat or cold to cause damage, a sound loud enough to deal
  thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s
  stench).
  As long as you are within range of the illusion, you can use your acton to cause the image to move to
  any other spot within range. As the image changes locaton, you can alter its appearance so that its
  movements appear natural for the image. For example, if you create an image of a creature and
  move it, you can alter the image so that it appears to be walking. 
  Similarly, you can cause the illusion to make diferent sounds at diferent tmes, even making it carry
  on a conversaton, for example.
  Physical interacton with the image reveals it to be an illusion, because things can pass through it. A
  creature that uses its acton to examine the image can determine that it is an illusion with a
  successful Intelligence (Investgaton) check against your spell save DC. If a creature discerns the
  illusion for what it is, the creature can see through the image, and its other sensory qualites become
  faint to the creature.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts untl
  dispelled, without requiring your concentraton.
  Mass Cure Wounds
  5th-level conjuraton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Instantaneous
  A wave of healing energy washes out from a point of your choice within range. Choose up to six
  creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to
  3d8 + your spellcastng ability modifer. This spell has no efect on undead or constructs.
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing
  increases by 1d8 for each slot level above 5th.
  Mass Heal
  9th-level conjuraton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Instantaneous
  A food of healing energy fows from you into injured creatures around you. You restore up to 700 hit
  points, divided as you choose among any number of creatures that you can see within range.
  Creatures healed by this spell are also cured of all diseases and any efect making them blinded or
  deafened. This spell has no efect on undead or constructs.
  
  Mass Healing Word
  3rd-level evocaton
  Castng Time: 1 bonus acton
  Range: 60 feet
  Components: V
  Duraton: Instantaneous
  As you call out words of restoraton, up to six creatures of your choice that you can see within range
  regain hit points equal to 1d4 + your spellcastng ability modifer. This spell has no efect on undead
  or constructs.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing
  increases by 1d4 for each slot level above 3rd.
  Mass Suggeston
  6th-level enchantment
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
  Duraton: 24 hours
  You suggest a course of actvity (limited to a sentence or two) and magically infuence up to twelve
  creatures of your choice that you can see within range and that can hear and understand you.
  Creatures that can’t be charmed are immune to this efect. The suggeston must be worded in such a
  manner as to make the course of acton sound reasonable. Asking the creature to stab itself, throw
  itself onto a spear, immolate itself, or do some other obviously harmful act automatcally negates the
  efect of the spell.
  Each target must make a Wisdom saving throw. On a failed save, it pursues the course of acton you
  described to the best of its ability. The suggested course of acton can contnue for the entre
  duraton. If the suggested actvity can be completed in a shorter tme, the spell ends when the
  subject fnishes what it was asked to do.
  You can also specify conditons that will trigger a special actvity during the duraton. For example,
  you might suggest that a group of soldiers give all their money to the frst beggar they meet. If the
  conditon isn’t met before the spell ends, the actvity isn’t performed. If you or any of your
  companions damage a creature afected by this spell, the spell ends for that creature.
  At Higher Levels. When you cast this spell using a 7th-level spell slot, the duraton is 10 days. When
  you use an 8th-level spell slot, the duraton is 30 days. When you use a 9th-level spell slot, the
  duraton is a year and a day.
  Maze
  8th-level conjuraton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Concentraton, up to 10 minutes
  You banish a creature that you can see within range into a labyrinthine demiplane. The target
  remains there for the duraton or untl it escapes the maze. The target can use its acton to atempt
  to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the
  spell ends (a minotaur or goristro demon automatcally succeeds).
  When the spell ends, the target reappears in the space it lef or, if that space is occupied, in the
  nearest unoccupied space.
  
  Meld into Stone
  3rd-level transmutaton (ritual)
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: 8 hours
  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 duraton. 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 (Percepton)
  checks you make to hear sounds outside it are made with disadvantage. You remain aware of the
  passage of tme 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 partal destructon or a change in its
  shape (to the extent that you no longer ft w ithin it) expels you and deals 6d6 bludgeoning damage
  to you. The stone’s complete destructon (or transmutaton into a diferent substance) expels you
  and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest
  to where you frst entered.
  Melf’s Acid Arrow
  2nd-level evocaton
  Castng Time: 1 acton
  Range: 90 feet
  Components: V, S, M (powdered rhubarb leaf and an adder’s stomach)
  Duraton: Instantaneous
  A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a
  ranged spell atack against the target. On a hit, the target takes 4d4 acid damage immediately and
  2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for
  half as much of the inital damage and no damage at the end of its next turn. 
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both
  inital and later) increases by 1d4 for each slot level above 2nd.
  Mending
  Transmutaton cantrip
  Castng Time: 1 minute
  Range: Touch
  Components: V, S, M (two lodestones)
  Duraton: Instantaneous
  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
  Transmutaton cantrip
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S, M (a short piece of copper wire)
  Duraton: 1 round
  You point your fnger toward a creature within range and whisper a message. The target (and only
  the target) hears the message and can reply in a whisper that only you can hear.
  You can cast this spell through solid objects if you are familiar with the target and know it is beyond
  the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of
  wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around
  corners or through openings.
  Meteor Swarm
  9th-level evocaton
  Castng Time: 1 acton
  Range: 1 mile
  Components: V, S
  Duraton: Instantaneous
  Blazing orbs of fre plummet to the ground at four diferent points you can see within range. Each
  creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving
  throw. The sphere spreads around corners. A creature takes 20d6 fre damage and 20d6 bludgeoning
  damage on a failed save, or half as much damage on a successful one. A creature in the area of more
  than one fery burst is afected only once.
  The spell damages objects in the area and ignites fammable objects that aren’t being worn or
  carried.
  Mind Blank
  8th-level abjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: 24 hours
  Untl the spell ends, one willing creature you touch is immune to psychic damage, any efect that
  would sense its emotons or read its thoughts, divinaton spells, and the charmed conditon. The
  spell even foils wish spells and spells or efects of similar power used to afect the target’s mind or to
  gain informaton about the target.
  
  Minor Illusion
  Illusion cantrip
  Castng Time: 1 acton
  Range: 30 feet
  Components: S, M (a bit of feece)
  Duraton: 1 minute
  You create a sound or an image of an object within range that lasts for the duraton. The illusion also
  ends if you dismiss it as an acton or cast this spell again. 
  If you create a sound, its volume can range from a whisper to a scream. It can be your voice,
  someone else’s voice, a lion’s roar, a beatng of drums, or any other sound you choose. The sound
  contnues unabated throughout the duraton, or you can make discrete sounds at diferent tmes
  before the spell ends.
  If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be
  no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory efect.
  Physical interacton with the image reveals it to be an illusion, because things can pass through it.
  If a creature uses its acton to examine the sound or image, the creature can determine that it is an
  illusion with a successful Intelligence (Investgaton) check against your spell save DC. If a creature
  discerns the illusion for what it is, the illusion becomes faint to the creature.
  Mirage Arcane
  7th-level illusion
  Castng Time: 10 minutes
  Range: Sight
  Components: V, S
  Duraton: 10 days
  You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort
  of terrain. The terrain’s general shape remains the same, however. Open felds or a road could be
  made to resemble a swamp, hill, crevasse, or some other difcult or impassable terrain. A pond can
  be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a
  wide and smooth road.
  Similarly, you can alter the appearance of structures, or add them where none are present. The spell
  doesn’t disguise, conceal, or add creatures.
  The illusion includes audible, visual, tactle, and olfactory elements, so it can turn clear ground into
  difcult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the
  illusory terrain (such as a rock or stck) that is removed from the spell’s area disappears immediately.
  Creatures with truesight can see through the illusion to the terrain’s true form; however, all other
  elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature
  can stll physically interact with the illusion.
  
  Mirror Image
  2nd-level illusion
  Castng Time: 1 acton
  Range: Self
  Components: V, S
  Duraton: 1 minute
  Three illusory duplicates of yourself appear in your space. Untl the spell ends, the duplicates move
  with you and mimic your actons, shifing positon so it’s impossible to track which image is real. You
  can use your acton to dismiss the illusory duplicates.
  Each tme a creature targets you with an atack during the spell’s duraton, roll a d20 to determine
  whether the atack instead targets one of your duplicates. If you have three duplicates, you must roll
  a 6 or higher to change the atack’s target to a duplicate. With two duplicates, you must roll an 8 or
  higher. With one duplicate, you must roll an 11 or higher.
  A duplicate’s AC equals 10 + your Dexterity modifer. If an atack hits a duplicate, the duplicate is
  destroyed. A duplicate can be destroyed only by an atack that hits it. It ignores all other damage and
  efects. The spell ends when all three duplicates are destroyed.
  A creature is unafected by this spell if it can’t see, if it relies on senses other than sight, such as
  blindsight, or if it can perceive illusions as false, as with truesight.
  Mislead
  5th-level illusion
  Castng Time: 1 acton
  Range: Self
  Components: S
  Duraton: Concentraton, up to 1 hour
  You become invisible at the same tme that an illusory double of you appears where you are
  standing. The double lasts for the duraton, but the invisibility ends if you atack or cast a spell. You
  can use your acton to move your illusory double up to twice your speed and make it gesture, speak,
  and behave in whatever way you choose.
  You can see through its eyes and hear through its ears as if you w ere located where it is. On each of
  your turns as a bonus acton, you can switch from using its senses to using your own, or back again.
  While you are using its senses, you are blinded and deafened in regard to your own surroundings.
  Misty Step
  2nd-level conjuraton
  Castng Time: 1 bonus acton
  Range: Self
  Components: V
  Duraton: Instantaneous
  Briefy surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can
  see.
  
  Modify Memory
  5th-level enchantment
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  You atempt to reshape another creature’s memories. One creature that you can see must make a
  Wisdom saving throw. If you are fghtng the creature, it has advantage on the saving throw. On a
  failed save, the target becomes charmed by you for the duraton. The charmed target is incapacitated
  and unaware of its surroundings, though it can stll hear you. If it takes any damage or is targeted by
  another spell, this spell ends, and none of the target’s memories are modifed. 
  While this charm lasts, you can afect the target’s memory of an event that it experienced within the
  last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of
  the event, allow the target to recall the event with perfect clarity and exactng detail, change its
  memory of the details of the event, or create a memory of some other event.
  You must speak to the target to describe how its memories are afected, and it must be able to
  understand your language for the modifed memories to take root. Its mind flls in any gaps in the
  details of your descripton. If the spell ends before you have fnished describing the modifed
  memories, the creature’s memory isn’t altered. Otherwise, the modifed memories take hold when
  the spell ends.
  A modifed memory doesn’t necessarily afect how a creature behaves, partcularly if the memory
  contradicts the creature’s natural inclinatons, alignment, or beliefs. An illogical modifed memory,
  such as implantng a memory of how much the creature enjoyed dousing itself in acid, is dismissed,
  perhaps as a bad dream. The DM might deem a modifed memory too nonsensical to afect a
  creature in a signifcant manner.
  A remove curse or greater restoraton spell cast on the target restores the creature’s true memory.
  At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can alter the
  target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1
  year ago (8th level), or any tme in the creature’s past (9th level).
  
  Moonbeam
  2nd-level evocaton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
  Duraton: Concentraton, up to 1 minute
  A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point
  within range. Untl the spell ends, dim light flls the cylinder. When a creature enters the spell’s area
  for the frst tme on a turn or starts its turn there, it is engulfed in ghostly fames that cause searing
  pain, and it must make a Consttuton saving throw. It takes 2d10 radiant damage on a failed save, or
  half as much damage on a successful one.
  A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its
  original form and can’t assume a diferent form untl it leaves the spell’s light.
  On each of your turns afer you cast this spell, you can use an acton to move the beam 60 feet in any
  directon.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage
  increases by 1d10 for each slot level above 2nd.
  Mordenkainen’s Faithful Hound
  4th-level conjuraton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a tny silver whistle, a piece of bone, and a thread)
  Duraton: 8 hours
  You conjure a phantom watchdog in an unoccupied space that you can see within range, where it
  remains for the duraton, untl you dismiss it as an acton, or untl you move more than 100 feet away
  from it. The hound is invisible to all creatures except you and can't be harmed. When a Small or
  larger creature comes within 30 feet of it without frst speaking the password that you specify when
  you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see
  into the Ethereal Plane. It ignores illusions.
  At the start of each of your turns, the hound atempts to bite one creature within 5 feet of it that is
  hostle to you. The hound’s atack bonus is equal to your spellcastng ability modifer + your
  profciency bonus. On a hit, it deals 4d8 piercing damage.
  
  Mordenkainen’s Magnifcent Mansion
  7th-level conjuraton
  Castng Time: 1 minute
  Range: 300 feet
  Components: V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a
  tny silver spoon, each item worth at least 5 gp)
  Duraton: 24 hours
  You conjure an extradimensional dwelling in range that lasts for the duraton. You choose where its
  one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and
  any creature you designate when you cast the spell can enter the extradimensional dwelling as long
  as the portal remains open. You can open or close the portal if you are within 30 feet of it. While
  closed, the portal is invisible. Beyond the portal is a magnifcent foyer with numerous chambers
  beyond. The atmosphere is clean, fresh, and warm.
  You can create any foor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet
  on each side. The place is furnished and decorated as you choose. It contains sufcient food to serve
  a ninecourse banquet for up to 100 people. A staf of 100 near-transparent servants atends all who
  enter. You decide the visual appearance of these servants and their atre. They are completely
  obedient to your orders. Each servant can perform any task a normal human servant could perform,
  but they can’t atack or take any acton that would directly harm another creature.
  Thus the servants can fetch things, clean, mend, fold clothes, light fres, serve food, pour wine, and
  so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects
  created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any
  creatures inside the extradimensional space are expelled into the open spaces nearest to the
  entrance. 
  
  Mordenkainen’s Private Sanctum
  4th-level abjuraton
  Castng Time: 10 minutes
  Range: 120 feet
  Components: V, S, M (a thin sheet of lead, a piece of opaque glass, a wad of coton or cloth, and
  powdered chrysolite)
  Duraton: 24 hours
  You make an area within range magically secure. The area is a cube that can be as small as 5 feet to
  as large as 100 feet on each side. The spell lasts for the duraton or untl you use an acton to dismiss
  it.
  When you cast the spell, you decide what sort of security the spell provides, choosing any or all of
  the following propertes:
  • Sound can't pass through the barrier at the edge of the warded area.
  • The barrier of the warded area appears dark and foggy, preventng vision (including darkvision)
  through it.
  • Sensors created by divinaton spells can’t appear inside the protected area or pass through the
  barrier at its perimeter.
  • Creatures in the area can’t be targeted by divinaton spells.
  • Nothing can teleport into or out of the warded area.
  • Planar travel is blocked within the warded area.
  Castng this spell on the same spot every day for a year makes this efect permanent.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can increase
  the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that
  can be up to 200 feet on one side by using a spell slot of 5th level.
  Mordenkainen’s Sword
  7th-level evocaton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a miniature platnum sword with a grip and pommel of copper and zinc, worth
  250 gp)
  Duraton: Concentraton, up to 1 minute 
  You create a sword-shaped plane of force that hovers within range. It lasts for the duraton.
  When the sword appears, you make a melee spell atack against a target of your choice within 5 feet
  of the sword. On a hit. the target takes 3d10 force damage. Untl the spell ends, you can use a bonus
  acton on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this
  atack against the same target or a diferent one. 
  
  Move Earth
  6th-level transmutaton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S, M (an iron blade and a small bag containing a mixture of soils—clay, loam, and
  sand)
  Duraton: Concentraton, up to 2 hours
  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 duraton. You can raise or lower the area’s
  elevaton, create or fll in a trench, erect or faten a wall, or form a pillar. The extent of any such
  changes can’t exceed half the area’s largest dimension. So, if you afect a 40-foot square, you can
  create a pillar up to 20 feet high, raise or lower the square’s elevaton 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 concentratng on the spell, you can choose a new area of
  terrain to afect.
  Because the terrain’s transformaton 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 constructon. Rocks and structures shif 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 afect plant growth. The moved earth carries any plants along
  with it.
  Nondetecton
  3rd-level abjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell
  consumes)
  Duraton: 8 hours
  For the duraton, you hide a target that you touch from divinaton magic. The target can be a willing
  creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted
  by any divinaton magic or perceived through magical scrying sensors.
  
  Nystul’s Magic Aura
  2nd-level illusion
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a small square of silk)
  Duraton: 24 hours 
  You place an illusion on a creature or an object you touch so that divinaton spells reveal false
  informaton about it. The target can be a willing creature or an object that isn’t being carried or worn
  by another creature.
  When you cast the spell, choose one or both of the following efects. The efect lasts for the
  duraton. If you cast this spell on the same creature or object every day for 30 days, placing the same
  efect on it each tme, the illusion lasts untl it is dispelled.
  False Aura. You change the way the target appears to spells and magical efects, such as detect
  magic, that detect magical auras. You can make a nonmagical object appear magical, a magical
  object appear nonmagical, or change the object’s magical aura so that it appears to belong to a
  specifc school of magic that you choose. When you use this efect on an object, you can make the
  false magic apparent to any creature that handles the item.
  Mask. You change the way the target appears to spells and magical efects that detect creature
  types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type
  and other spells and magical efects treat the target as if it w ere a creature of that type or of that
  alignment.
  Otluke’s Freezing Sphere
  6th-level evocaton
  Castng Time: 1 acton
  Range: 300 feet
  Components: V, S, M (a small crystal sphere)
  Duraton: Instantaneous
  A frigid globe of cold energy streaks from your fngertps to a point of your choice within range,
  where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Consttuton
  saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half
  as much damage.
  If the globe strikes a body of water or a liquid that is principally water (not including water-based
  creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
  minute. Creatures that w ere swimming on the surface of frozen water are trapped in the ice. A
  trapped creature can use an acton to make a Strength check against your spell save DC to break free.
  You can refrain from fring the globe afer completng the spell, if you wish. A small globe about the
  size of a sling stone, co o l to the touch, appears in your hand. At any tme, you or a creature you give
  the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal
  range). It shaters on impact, with the same efect as the normal castng of the spell. You can also set
  the globe down without shatering it. Afer 1 minute, if the globe hasn’t already shatered, it
  explodes.
  At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage
  increases by 1d6 for each slot level above 6th.
  
  Otluke’s Resilient Sphere
  4th-level evocaton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of
  gum arabic)
  Duraton: Concentraton, up to 1 minute
  A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An
  unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for
  the duraton.
  Nothing—not physical objects, energy, or other spell efects—can pass through the barrier, in or out,
  though a creature in the sphere can breathe there. The sphere is immune to all damage, and a
  creature or object inside can’t be damaged by atacks or efects originatng from outside, nor can a
  creature inside the sphere damage anything outside it.
  The sphere is weightless and just large enough to contain the creature or object inside. An enclosed
  creature can use its acton to push against the sphere’s walls and thus roll the sphere at up to half
  the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.
  A disintegrate spell targetng the globe destroys it without harming anything inside it.
  Oto’s Irresistble Dance
  6th-level enchantment
  Castng Time: 1 acton
  Range: 30 feet
  Components: V
  Duraton: Concentraton, up to 1 minute
  Choose one creature that you can see within range. The target begins a comic dance in place:
  shufing, tapping its feet, and capering for the duraton. Creatures that can’t be charmed are
  immune to this spell.
  A dancing creature must use all its movement to dance without leaving its space and has
  disadvantage on Dexterity saving throws and atack rolls. While the target is afected by this spell,
  other creatures have advantage on atack rolls against it. As an acton, a dancing creature makes a
  Wisdom saving throw to regain control of itself. On a successful save, the spell ends.
  Pass without Trace
  2nd-level abjuraton
  Castng Time: 1 acton
  Range: Self
  Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
  Duraton: Concentraton, up to 1 hour
  A veil of shadows and silence radiates from you, masking you and your companions from detecton.
  For the duraton, each creature you choose within 30 feet of you (including you) has a +10 bonus to
  Dexterity (Stealth) checks and can’t be tracked except by magic al means. A creature that receives
  this bonus leaves behind no tracks or other traces of its passage.
  
  Passwall
  5th-level transmutaton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a pinch of sesame seeds)
  Duraton: 1 hour
  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 foor) within range, and lasts for the duraton. 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 stll in the passage
  created by the spell are safely ejected to an unoccupied space nearest to the surface on which you
  cast the spell.
  Phantasmal Force
  2nd-level illusion
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a bit of feece)
  Duraton: Concentraton, up to 1 minute
  You craf an illusion that takes root in the mind of a creature that you can see within range. The
  target must make an Intelligence saving throw. On a failed save, you create a phantasmal object,
  creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is
  perceivable only to the target for the duraton. This spell has no efect on undead or constructs.
  The phantasm includes sound, temperature, and other stmuli, also evident only to the creature. The
  target can use its acton to examine the phantasm with an Intelligence (Investgaton) check against
  your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the
  spell ends.
  While a target is afected by the spell, the target treats the phantasm as if it were real. The target
  ratonalizes any illogical outcomes from interactng with the phantasm. For example, a target
  atemptng to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge.
  If the target survives the fall, it stll believes that the bridge exists and comes up with some other
  explanaton for its fall—it was pushed, it slipped, or a strong wind might have knocked it of. An
  afected target is so convinced of the phantasm’s reality that it can even take damage from the
  illusion. A phantasm created to appear as a creature can atack the target. Similarly, a phantasm
  created to appear as fre, a pool of acid, or lava can burn the target. Each round on your turn, the
  phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of
  the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage,
  such as by atacking. The target perceives the damage as a type appropriate to the illusion.
  
  Phantasmal Killer
  4th-level illusion
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  You tap into the nightmares of a creature you can see within range and create an illusory
  manifestaton of its deepest fears, visible only to that creature. The target must make a Wisdom
  saving throw. On a failed save, the target becomes frightened for the duraton. At the start of each of
  the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take
  4d10 psychic damage. On a successful save, the spell ends.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage
  increases by 1d10 for each slot level above 4th.
  Phantom Steed
  3rd-level illusion (ritual)
  Castng Time: 1 minute
  Range: 30 feet
  Components: V, S
  Duraton: 1 hour
  A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice
  within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle.
  Any of the equipment created by the spell vanishes in a puf of smoke if it is carried more than 10
  feet away from the steed. 
  For the duraton, you or a creature you choose can ride the steed. The creature uses the statstcs for
  a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a
  fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The
  spell ends if you use an acton to dismiss it or if the steed takes any damage.
  
  Planar Ally
  6th-level conjuraton
  Castng Time: 10 minutes
  Range: 60 feet
  Components: V, S
  Duraton: Instantaneous
  You beseech an otherworldly entty for aid. The being must be known to you: a god, a primordial, a
  demon prince, or some other being of cosmic power. That entty sends a celestal, an elemental, or a
  fend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you
  know a specifc creature’s name, you can speak that name when you cast this spell to request that
  creature, though you might get a diferent creature anyway (DM’s choice).
  When the creature appears, it is under no compulsion to behave in any partcular way. You can ask
  the creature to perform a service in exchange for payment, but it isn’t obliged to do so. The
  requested task could range from simple (fy us across the chasm, or help us fght a batle) to complex
  (spy on our enemies, or protect us during our foray into the dungeon). You must be able to
  communicate with the creature to bargain for its services. 
  Payment can take a variety of forms. A celestal might require a sizable donaton of gold or magic
  items to an allied temple, while a fend might demand a living sacrifce or a gif of treasure. Some
  creatures might exchange their service for a quest undertaken by you. 
  As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per
  minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10
  days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances
  under which you cast the spell. If the task is aligned with the creature’s ethos, the payment might be
  halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while
  especially dangerous tasks might require a greater gif. Creatures rarely accept tasks that seem
  suicidal. 
  Afer the creature completes the task, or when the agreed-upon duraton of service expires, the
  creature returns to its home plane afer reportng back to you, if appropriate to the task and if
  possible. If you are unable to agree on a price for the creature’s service, the creature immediately
  returns to its home plane.
  A creature enlisted to join your group counts as a member of it, receiving a full share of experience
  points awarded.
  
  Planar Binding
  5th-level abjuraton
  Castng Time: 1 hour
  Range: 60 feet
  Components: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
  Duraton: 24 hours
  With this spell, you atempt to bind a celestal, an elemental, a fey, or a fend to your service. The
  creature must be within range for the entre castng of the spell. (Typically, the creature is frst
  summoned into the center of an inverted magic circle in order to keep it trapped while this spell is
  cast.) At the completon of the castng, the target must make a Charisma saving throw. On a failed
  save, it is bound to serve you for the duraton. If the creature was summoned or created by another
  spell, that spell’s duraton is extended to match the duraton of this spell.
  A bound creature must follow your instructons to the best of its ability. You might command the
  creature to accompany you on an adventure, to guard a locaton, or to deliver a message. The
  creature obeys the leter of your instructons, but if the creature is hostle to you, it strives to twist
  your words to achieve its own objectves. If the creature carries out your instructons completely
  before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
  you are on a diferent plane of existence, it returns to the place where you bound it and remains
  there untl the spell ends.
  At Higher Levels. When you cast this spell using a spell slot of a higher level, the duraton increases
  to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot,
  and to a year and a day with a 9th-level spell slot. 
  Plane Shif
  7th-level conjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a forked, metal rod worth at least 250 gp, atuned to a partcular plane of
  existence)
  Duraton: Instantaneous
  You and up to eight willing creatures who link hands in a circle are transported to a diferent plane of
  existence. You can specify a target destnaton in general terms, such as the City of Brass on the
  Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you
  appear in or near that destnaton. If you are trying to reach the City of Brass, for example, you might
  arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire,
  at the DM’s discreton.
  Alternatvely, if you know the sigil sequence of a teleportaton circle on another plane of existence,
  this spell can take you to that circle. If the teleportaton circle is too small to hold all the creatures
  you transported, they appear in the closest unoccupied spaces next to the circle.
  You can use this spell to banish an unwilling creature to another plane. Choose a creature within your
  reach and make a melee spell atack against it. On a hit, the creature must make a Charisma saving
  throw. If the creature fails this save, it is transported to a random locaton on the plane of existence
  you specify. A creature so transported must fnd its own way back to your current plane of existence.
  
  Plant Growth
  3rd-level transmutaton
  Castng Time: 1 acton or 8 hours
  Range: 150 feet
  Components: V, S
  Duraton: Instantaneous
  This spell channels vitality into plants within a specifc area. There are two possible uses for the spell,
  grantng either immediate or long-term benefts. 
  If you cast this spell using 1 acton, 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 afected.
  If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a
  point within range become enriched for 1 year. The plants yield twice the normal amount of food
  when harvested.
  Poison Spray
  Conjuraton cantrip
  Castng Time: 1 acton
  Range: 10 feet
  Components: V, S
  Duraton: Instantaneous
  You extend your hand toward a creature you can see within range and project a puf of noxious gas
  from your palm. The creature must succeed on a Consttuton saving throw or take 1d12 poison
  damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12),
  and 17th level (4d12).
  Polymorph
  4th-level transmutaton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a caterpillar cocoon)
  Duraton: Concentraton, up to 1 hour
  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 efect. A shapechanger automatcally succeeds on
  this saving throw.
  The transformaton lasts for the duraton, or untl the target drops to 0 hit points or dies. The new
  form can be any beast whose challenge ratng is equal to or less than the target’s (or the target’s
  level, if it doesn't have a challenge ratng). The target’s game statstcs, including mental ability
  scores, are replaced by the statstcs 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 actons it can perform by the nature of its new form, and it can’t speak,
  cast spells, or take any other acton that requires hands or speech. The target’s gear melds into the
  new form. The creature can’t actvate, use, wield, or otherwise beneft from any of its equipment.
  
  Power Word Heal
  9th-level evocaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: Instantaneous
  A wave of healing energy washes over the creature you touch. The target regains all its hit points. If
  the creature is charmed, frightened, paralyzed, or stunned, the conditon ends. If the creature is
  prone, it can use its reacton to stand up. This spell has no efect on undead or constructs.
  Power Word Kill
  9th-level enchantment
  Castng Time: 1 acton
  Range: 60 feet
  Components: V
  Duraton: Instantaneous
  You uter a word of power that can compel one creature you can see within range to die instantly. If
  the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no efect.
  Power Word Stun
  8th-level enchantment
  Castng Time: 1 acton
  Range: 60 feet
  Components: V
  Duraton: Instantaneous
  You speak a word of power that can overwhelm the mind of one creature you can see within range,
  leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell
  has no efect. The stunned target must make a Consttuton saving throw at the end of each of its
  turns. On a successful save, this stunning efect ends.
  Prayer of Healing
  2nd-level evocaton
  Castng Time: 10 minutes
  Range: 30 feet
  Components: V
  Duraton: Instantaneous
  Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 +
  your spellcastng ability modifer. This spell has no efect on undead or constructs.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing
  increases by 1d8 for each slot level above 2nd.
  
  Prestdigaton
  Transmutaton cantrip
  Castng Time: 1 acton
  Range: 10 feet
  Components: V, S
  Duraton: Up to 1 hour
  This spell is a minor magic al trick that novice spellcasters use for practce. You create one of the
  following magical efects within range:
  • You create an instantaneous, harmless sensory efect, such as a shower of sparks, a puf of wind,
  faint musical notes, or an odd odor.
  • You instantaneously light or snuf out a candle, a torch, or a small campfre.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or favor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can ft in your hand and that lasts untl the
  end of your next turn.
  If you cast this spell multple tmes, you can have up to three of its non-instantaneous efects actve
  at a tme, and you can dismiss such an efect as an acton.
  Prismatc Spray
  7th-level evocaton
  Castng Time: 1 acton
  Range: Self (60-foot cone)
  Components: V, S
  Duraton: Instantaneous
  Eight multcolored rays of light fash from your hand. Each ray is a diferent color and has a diferent
  power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each
  target, roll a d8 to determine which color ray afects it.
  1. Red. The target takes 10d6 fre damage on a failed save, or half as much damage on a successful
  one.
  2. Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a
  successful one.
  3. Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a
  successful one.
  4. Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a
  successful one.
  5. Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful
  one.
  6. Indigo. On a failed save, the target is restrained. It must then make a Consttuton saving throw at
  the end of each of its turns. If it successfully saves three tmes, the spell ends. If it fails its save three
  tmes, it permanently turns to stone and is subjected to the petrifed conditon. The successes and
  failures don’t need to be consecutve; keep track of both untl the target collects three of a kind.
  7. Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the
  start of your next turn. A successful save ends the blindness. If it fails that save, the creature is
  transported to another plane of existence of the DM’s choosing and is no longer blinded. (Typically, a
  creature that is on a plane that isn’t its home plane is banished home, while other creatures are
  usually cast into the Astral or Ethereal planes.)
  8. Special. The target is struck by two rays. Roll twice more, rerolling any 8. 
  
  Prismatc Wall
  9th-level abjuraton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: 10 minutes
  A shimmering, multcolored plane of light forms a vertcal opaque wall—up to 90 feet long, 30 feet
  high, and 1 inch thick—centered on a point you can see within range. Alternatvely, you can shape
  the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The
  wall remains in place for the duraton. If you positon the wall so that it passes through a space
  occupied by a creature, the spell fails, and your acton and the spell slot are wasted. 
  The wall sheds bright light out to a range of 100 feet and dim light for an additonal 100 feet. You and
  creatures you designate at the tme you cast the spell can pass through and remain near the wall
  without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn
  there, the creature must succeed on a Consttuton saving throw or become blinded for 1 minute.
  The wall consists of seven layers, each with a diferent color. 
  When a creature atempts to reach into or pass through the wall, it does so one layer at a tme
  through all the wall’s layers. As it passes or reaches through each layer, the creature must make a
  Dexterity saving throw or be afected by that layer’s propertes as described below. 
  The wall can be destroyed, also one layer at a tme, in order from red to violet, by means specifc to
  each layer. Once a layer is destroyed, it remains so for the duraton of the spell. A rod of cancellaton
  destroys a prismatc wall, but an antmagic feld has no efect on it.
  1. Red. The creature takes 10d6 fre damage on a failed save, or half as much damage on a successful
  one. While this layer is in place, nonmagical ranged atacks can’t pass through the wall. The layer can
  be destroyed by dealing at least 25 cold damage to it.
  2. Orange. The creature takes 10d6 acid damage on a failed save, or half as much damage on a
  successful one. While this layer is in place, magical ranged atacks can’t pass through the wall. The
  layer is destroyed by a strong wind.
  3. Yellow. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a
  successful one. This layer can be destroyed by dealing at least 60 force damage to it.
  4. Green. The creature takes 10d6 poison damage on a failed save, or half as much damage on a
  successful one. A passwall spell, or another spell of equal or greater level that can open a portal on a
  solid surface, destroys this layer.
  5. Blue. The creature takes 10d6 cold damage on a failed save, or half as much damage on a
  successful one. This layer can be destroyed by dealing at least 25 fre damage to it.
  6. Indigo. On a failed save, the creature is restrained. It must then make a Consttuton saving throw
  at the end of each of its turns. If it successfully saves three tmes, the spell ends. If it fails its save
  three tmes, it permanently turns to stone and is subjected to the petrifed conditon. The successes
  and failures don’t need to be consecutve; keep track of both untl the creature collects three of a
  kind. While this layer is in place, spells can’t be cast through the wall. The layer is destroyed by bright
  light shed by a daylight spell or a similar spell of equal or higher level.
  7. Violet. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the
  start of your next turn. A successful save ends the blindness. If it fails that save, the creature is
  transported to another plane of the DM’s choosing and is no longer blinded. (Typically, a creature
  that is on a plane that isn’t its home plane is banished home, while other creatures are usually cast
  into the Astral or Ethereal planes.) This layer is destroyed by a dispel magic spell or a similar spell of
  equal or higher level that can end spells and magical efects.
  
  Produce Flame
  Conjuraton cantrip
  Castng Time: 1 acton
  Range: Self
  Components: V, S
  Duraton: 10 minutes
  A fickering fame appears in your hand. The fame remains there for the duraton and harms neither
  you nor your equipment. The fame sheds bright light in a 10-foot radius and dim light for an
  additonal 10 feet. The spell ends if you dismiss it as an acton or if you cast it again.
  You can also atack with the fame, although doing so ends the spell. When you cast this spell, or as
  an acton on a later turn, you can hurl the fame at a creature within 30 feet of you. Make a ranged
  spell atack. On a hit, the target takes 1d8 fre damage. This spell’s damage increases by 1d8 when
  you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
  Programmed Illusion
  6th-level illusion
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S, M (a bit of feece and jade dust worth at least 25 gp)
  Duraton: Untl dispelled
  You create an illusion of an object, a creature, or some other visible phenomenon within range that
  actvates when a specifc conditon occurs. The illusion is imperceptble untl then. It must be no
  larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and
  what sounds it makes. This scripted performance can last up to 5 minutes.
  When the conditon you specify occurs, the illusion springs into existence and performs in the
  manner you described. Once the illusion fnishes performing, it disappears and remains dormant for
  10 minutes. Afer this tme, the illusion can be actvated again. The triggering conditon can be as
  general or as detailed as you like, though it must be based on visual or audible conditons that occur
  within 30 feet of the area. 
  For example, you could create an illusion of yourself to appear and warn of others who atempt to
  open a trapped door, or you could set the illusion to trigger only when a creature says the correct
  word or phrase. Physical interacton with the image reveals it to be an illusion, because things can
  pass through it. A creature that uses its acton to examine the image can determine that it is an
  illusion with a successful Intelligence (Investgaton) check against your spell save DC. If a creature
  discerns the illusion for what it is, the creature can see through the image, and any noise it makes
  sounds hollow to the creature.
  
  Project Image
  7th-level illusion
  Castng Time: 1 acton
  Range: 500 miles
  Components: V, S, M (a small replica of you made from materials worth at least 5 gp)
  Duraton: Concentraton, up to 1 day
  You create an illusory copy of yourself that lasts for the duraton. The copy can appear at any locaton
  within range that you have seen before, regardless of intervening obstacles. The illusion looks and
  sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends. 
  You can use your acton to move this illusion up to twice your speed, and make it gesture, speak, and
  behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its
  eyes and hear through its ears as if you were in its space. On your turn as a bonus acton, you can
  switch from using its senses to using your own, or back again. While you are using its senses, you are
  blinded and deafened in regard to your own surroundings. Physical interacton with the image
  reveals it to be an illusion, because things can pass through it. A creature that uses its acton to
  examine the image can determine that it is an illusion with a successful Intelligence (Investgaton)
  check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see
  through the image, and any noise it makes sounds hollow to the creature.
  Protecton from Energy
  3rd-level abjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: Concentraton, up to 1 hour
  For the duraton, the willing creature you touch has resistance to one damage type of your choice:
  acid, cold, fre, lightning, or thunder.
  Protecton from Evil and Good
  1st-level abjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (holy water or powdered silver and iron, which the spell consumes)
  Duraton: Concentraton up to 10 minutes
  Untl the spell ends, one willing creature you touch is protected against certain types of creatures:
  aberratons, celestals, elementals, fey, fends, and undead.
  The protecton grants several benefts. Creatures of those types have disadvantage on atack rolls
  against the target. The target also can’t be charmed, frightened, or possessed by them. If the target
  is already charmed, frightened, or possessed by such a creature, the target has advantage on any
  new saving throw against the relevant efect.
  
  Protecton from Poison
  2nd-level abjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: 1 hour
  You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison aficts the
  target, you neutralize one poison that you know is present, or you neutralize one at random. For the
  duraton, the target has advantage on saving throws against being poisoned, and it has resistance to
  poison damage.
  Purify Food and Drink
  1st-level transmutaton (ritual)
  Castng Time: 1 acton
  Range: 10 feet
  Components: V, S
  Duraton: Instantaneous
  All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within
  range is purifed and rendered free of poison and disease.
  Raise Dead
  5th-level necromancy
  Castng Time: 1 hour
  Range: Touch
  Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
  Duraton: Instantaneous
  You return a dead creature you touch to life, provided that it has been dead no longer than 10 days.
  If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with
  1 hit point. 
  This spell also neutralizes any poisons and cures nonmagical diseases that afected the creature at
  the tme it died. This spell doesn’t, however, remove magical diseases, curses, or similar efects; if
  these aren’t frst removed prior to castng the spell, they take efect when the creature returns to life.
  The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it doesn’t
  restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its
  head, for instance—the spell automatcally fails.
  Coming back from the dead is an ordeal. The target takes a - 4 penalty to all atack rolls, saving
  throws, and ability checks. Every tme the target fnishes a long rest, the penalty is reduced by 1 untl
  it disappears.
  
  Rary’s Telepathic Bond
  5th-level divinaton (ritual)
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (pieces of eggshell from two diferent kinds of creatures)
  Duraton: 1 hour
  You forge a telepathic link among up to eight willing creatures of your choice within range,
  psychically linking each creature to all the others for the duraton.
  Creatures with Intelligence scores of 2 or less aren’t afected by this spell.
  Untl the spell ends, the targets can communicate telepathically through the bond whether or not
  they have a common language. The communicaton is possible over any distance, though it can’t
  extend to other planes of existence.
  Ray of Enfeeblement
  2nd-level necromancy
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  A black beam of enervatng energy springs from your fnger toward a creature within range. Make a
  ranged spell atack against the target. On a hit, the target deals only half damage with weapon
  atacks that use Strength untl the spell ends.
  At the end of each of the target’s turns, it can make a Consttuton saving throw against the spell. On
  a success, the spell ends.
  Ray of Frost
  Evocaton cantrip
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Instantaneous
  A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell atack
  against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet untl the
  start of your next turn.
  The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level
  (4d8).
  Ray of Sickness
  1st-level necromancy
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Instantaneous
  A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell
  atack against the target. On a hit, the target takes 2d8 poison damage and must make a Consttuton
  saving throw. On a failed save, it is also poisoned untl the end of our next turn.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
  increases by 1d8 for each slot level above 1st.
  
  Regenerate
  7th-level transmutaton
  Castng Time: 1 minute
  Range: Touch
  Components: V, S, M (a prayer wheel and holy water)
  Duraton: 1 hour
  You touch a creature and stmulate its natural healing ability. The target regains 4d8 + 15 hit points.
  For the duraton 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 (fngers, legs, tails, and so on), if any, are
  restored afer 2 minutes. If you have the severed part and hold it to the stump, the spell
  instantaneously causes the limb to knit to the stump.
  Reincarnate
  5th-level transmutaton
  Castng Time: 1 hour
  Range: Touch
  Components: V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)
  Duraton: Instantaneous
  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. The magic fashions a new
  body for the creature to inhabit, which likely causes the creature’s race to change. The DM rolls a d
  100 and consults the following table to determine what form the creature takes when restored to
  life, or the DM chooses a form.
  d100 Race
  01-04 Dragonborn
  05-13 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 Halfing, lightoot
  69-76 Halfing, stout
  77-96 Human
  97-00 Tiefing
  The reincarnated creature recalls its former life and experiences. It retains the capabilites it had in its
  original form, except it exchanges its original race for the new one and changes its racial traits
  accordingly.
  
  Remove Curse
  3rd-level abjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: Instantaneous
  At your touch, all curses afectng one creature or object end. If the object is a cursed magic item, its
  curse remains, but the spell breaks its owner’s atunement to the object so it can be removed or
  discarded.
  Resistance
  Abjuraton cantrip
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a miniature cloak)
  Duraton: Concentraton, up to 1 minute
  You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the
  number rolled to one saving throw of its choice. It can roll the die before or afer making the saving
  throw. The spell then ends.
  Resurrecton
  7th-level necromancy
  Castng Time: 1 hour
  Range: Touch
  Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
  Duraton: Instantaneous
  You touch a dead creature that has been dead for no more than a century, that didn’t die of old age,
  and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points.
  This spell neutralizes any poisons and cures normal diseases afictng the creature when it died. It
  doesn’t, however, remove magical diseases, curses, and the like; if such efects aren't removed prior
  to castng the spell, they afict the target on its return to life. This spell closes all mortal wounds and
  restores any missing body parts.
  Coming back from the dead is an ordeal. The target takes a - 4 penalty to all atack rolls, saving
  throws, and ability checks. Every tme the target fnishes a long rest, the penalty is reduced by 1 untl
  it disappears. Castng this spell to restore life to a creature that has been dead for one year or longer
  taxes you greatly. Untl you fnish a long rest, you can’t cast spells again, and you have disadvantage
  on all atack rolls, ability checks, and saving throws.
  
  Reverse Gravity
  7th-level transmutaton
  Castng Time: 1 acton
  Range: 100 feet
  Components: V, S, M (a lodestone and iron flings)
  Duraton: Concentraton, up to 1 minute
  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 to the ground in the area fall upward
  and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw
  to grab onto a fxed object it can reach, thus avoiding the fall.
  If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it
  just as they would during a normal downward fall. If an object or creature reaches the top of the
  area without striking anything, it remains there, oscillatng slightly, for the duraton.
  At the end of the duraton, afected objects and creatures fall back down.
  Revivify
  3rd-level conjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (diamonds worth 300 gp, which the spell consumes)
  Duraton: Instantaneous
  You touch a creature that has died within the last minute. That creature returns to life with 1 hit
  point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing
  body parts.
  Rope Trick
  2nd-level transmutaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (powdered corn extract and a twisted loop of parchment)
  Duraton: 1 hour
  You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air untl
  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 untl 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.
  Atacks 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.
  Sacred Flame
  Evocaton cantrip
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Instantaneous
  Flame-like radiance descends on a creature that you can see within range. The target must succeed
  on a Dexterity saving throw or take 1d8 radiant damage. The target gains no beneft from cover for
  this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level
  (3d8), and 17th level (4d8).
  
  Sanctuary
  1st-level abjuraton
  Castng Time: 1 bonus acton
  Range: 30 feet
  Components: V, S, M (a small silver mirror)
  Duraton: 1 minute
  You ward a creature within range against atack. Untl the spell ends, any creature who targets the
  warded creature with an atack or a harmful spell must frst make a Wisdom saving throw. On a failed
  save, the creature must choose a new target or lose the atack or spell. This spell doesn’t protect the
  warded creature from area efects, such as the explosion of a freball. If the warded creature makes
  an atack or casts a spell that afects an enemy creature, this spell ends.
  Scorching Ray
  2nd-level evocaton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: Instantaneous
  You create three rays of fre and hurl them at targets within range. You can hurl them at one target or
  several. Make a ranged spell atack for each ray. On a hit, the target takes 2d6 fre damage.
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one
  additonal ray for each slot level above 2nd.
  Scrying
  5th-level divinaton
  Castng Time: 10 minutes
  Range: Self
  Components: V, S, M (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font
  flled with holy water)
  Duraton: Concentraton, up to 10 minutes
  You can see and hear a partcular creature you choose that is on the same plane of existence as you.
  The target must make a Wisdom saving throw, which is modifed by how well you know the target
  and the sort of physical connecton you have to it. If a target knows you're castng this spell, it can fail
  the saving throw voluntarily if it wants to be observed.
  Knowledge Save Modifer
  Secondhand 
  (you have heard of the target) +5
  Firsthand
  (you have met the target)
  +0
  Familiar 
  (you know the target well) 
  -5
  Connecton Save Modifer
  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 afected, 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 w ere there. The sensor moves with the target, remaining
  within 10 feet of it for the duraton. A creature that can see invisible objects sees the sensor as a
  luminous orb about the size of your fst. Instead of targetng a creature, you can choose a locaton
  you have seen before as the target of this spell. When you do, the sensor appears at that locaton
  and doesn’t move.
  
  Searing Smite
  1st-level evocaton
  Castng Time: 1 bonus acton
  Range: Self
  Components: V
  Duraton: Concentraton, up to 1 minute
  The next tme you hit a creature with a melee weapon atack during the spell’s duraton, your
  weapon fares with white-hot intensity, and the atack deals an extra 1d6 fre damage to the target
  and causes the target to ignite in fames. At the start of each of its turns untl the spell ends, the
  target must make a Consttuton saving throw. On a failed save, it takes 1d6 fre damage. On a
  successful save, the spell ends. If the target or a creature within 5 feet of it uses an acton to put out
  the fames, or if some other efect douses the fames (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 inital extra
  damage dealt by the atack increases by 1d6 for each slot level above 1st.
  See Invisibility
  2nd-level divinaton
  Castng Time: 1 acton
  Range: Self
  Components: V, S, M (a pinch of talc and a small sprinkling of powdered silver)
  Duraton: 1 hour
  For the duraton, 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
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S
  Duraton: 8 hours
  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 unafected by this spell. The spell disguises physical
  appearance as w ell as clothing, armor, weapons, and equipment. You can make each creature seem
  1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so
  you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the
  illusion is up to you. The spell lasts for the duraton, unless you use your acton to dismiss it sooner.
  The changes wrought by this spell fail to hold up to physical inspecton. For example, if you use this
  spell to add a hat to a creature’s outit, 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
  than you are, the hand of someone who reaches out to touch you would bump into you while it was
  seemingly stll in midair. 
  A creature can use its acton to inspect a target and make an Intelligence (Investgaton) check against
  your spell save DC. If it succeeds, it becomes aware that the target is disguised.
  
  Sending
  3rd-level evocaton
  Castng Time: 1 acton
  Range: Unlimited
  Components: V, S, M (a short piece of fne copper wire)
  Duraton: 1 round
  You send a short message of twenty-fve words or less to a creature with which you are familiar. The
  creature hears the message in its mind, recognizes 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 diferent plane than you, there is a 5 percent chance that the message doesn’t arrive.
  Sequester
  7th-level transmutaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at
  least 5,000 gp, which the spell consumes)
  Duraton: Untl dispelled
  By means of this spell, a willing creature or an object can be hidden away, safe from detecton for the
  duraton. When you cast the spell and touch the target, it becomes invisible and can’t be targeted by
  divinaton spells or perceived through scrying sensors created by divinaton spells.
  If the target is a creature, it falls into a state of suspended animaton. Time ceases to fow for it, and
  it doesn’t grow older.
  You can set a conditon for the spell to end early. The conditon can be anything you choose, but it
  must occur or be visible within 1 mile of the target. Examples include “afer 1,000 years” or “when
  the tarrasque awakens.” This spell also ends if the target takes any damage.
  
  Shapechange
  9th-level transmutaton
  Castng Time: 1 acton
  Range: Self
  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)
  Duraton: Concentraton, up to 1 hour
  You assume the form of a diferent creature for the duraton. The new form can be of any creature
  with a challenge ratng 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 c lass levels or the Spellcastng trait. Your game statstcs are replaced
  by the statstcs 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 profciencies, in additon to
  gaining those of the creature. If the creature has the same profciency as you and the bonus listed in
  its statstcs is higher than yours, use the creature’s bonus in place of yours. You can’t use any
  legendary actons or lair actons 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 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 beneft 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
  functons as normal. The DM determines whether it is practcal 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 efect in that state.
  During this spell’s duraton, you can use your acton to assume a diferent form following the same
  restrictons and rules for the original form, with one excepton: if your new form has more hit points
  than your current one, your hit points remain at their current value.
  Shater
  2nd-level evocaton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a chip of mica)
  Duraton: Instantaneous
  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 Consttuton 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 abjuraton
  Castng Time: 1 reacton, which you take when you are hit by an atack or targeted by the magic
  missile spell
  Range: Self
  Components: V, S
  Duraton: 1 round
  An invisible barrier of magical force appears and protects you. Untl the start of your next turn, you
  have a +5 bonus to AC, including against the triggering atack, and you take no damage from magic
  missile.
  Shield of Faith
  1st-level abjuraton
  Castng Time: 1 bonus acton
  Range: 60 feet
  Components: V, S, M (a small parchment with a bit of holy text writen on it)
  Duraton: Concentraton, up to 10 minutes
  A shimmering feld appears and surrounds a creature of your choice within range, grantng it a +2
  bonus to AC for the duraton.
  Shillelagh
  Transmutaton cantrip
  Castng Time: 1 bonus acton
  Range: Touch
  Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaf)
  Duraton: 1 minute
  The wood of a club or quarterstaf you are holding is imbued with nature’s power. For the duraton,
  you can use your spellcastng ability instead of Strength for the atack and damage rolls of melee
  atacks 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
  Evocaton cantrip
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: Instantaneous
  Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee
  spell atack against the target. You have advantage on the atack roll if the target is wearing armor
  made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactons untl the
  start of its next turn.
  The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level
  (4d8).
  
  Silence
  2nd-level illusion (ritual)
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: Concentraton, up to 10 minutes
  For the duraton, 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 entrely inside the sphere is immune to
  thunder damage, and creatures are deafened while entrely inside it. Castng a spell that includes a
  verbal component is impossible there.
  Silent Image
  1st-level illusion
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a bit of feece)
  Duraton: Concentraton, up to 10 minutes
  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 duraton. The image
  is purely visual; it isn't accompanied by sound, smell, or other sensory efects.
  You can use your acton to cause the image to move to any spot within range. As the image changes
  locaton, you can alter its appearance so that its movements appear natural for the image. For
  example, if you create an image of a creature and move it, you can alter the image so that it appears
  to be walking.
  Physical interacton with the image reveals it to be an illusion, because things can pass through it. A
  creature that uses its acton to examine the image can determine that it is an illusion with a
  successful Intelligence (Investgaton) 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
  Castng Time: 12 hours
  Range: Touch
  Components: V, S, M (snow or ice in quanttes sufcient to made a life-size copy of the duplicated
  creature; some hair, fngernail 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)
  Duraton: Untl dispelled
  You shape an illusory duplicate of one beast or humanoid that is within range for the entre castng
  tme of the spell. The duplicate is a creature, partally real and formed from ice or snow, and it can
  take actons and otherwise be afected 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 statstcs of the creature it duplicates.
  The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands,
  moving and actng in accordance with your wishes and actng on your turn in combat. The
  simulacrum lacks the ability to learn or become more powerful, so it never increases its level or
  other abilites, 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 untl it drops to 0 hit points, at
  which point it reverts to snow and melts instantly.
  If you cast this spell again, any currently actve duplicates you created with this spell are instantly
  destroyed.
  Sleep
  1st-level enchantment
  Castng Time: 1 acton
  Range: 90 feet
  Components: V, S, M (a pinch of fne sand, rose petals, or a cricket)
  Duraton: 1 minute
  This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of
  creatures this spell can afect. Creatures within 20 feet of a point you choose within range are
  afected in ascending order of their current hit points (ignoring unconscious creatures).
  Startng with the creature that has the lowest current hit points, each creature afected by this spell
  falls unconscious untl the spell ends, the sleeper takes damage, or someone uses an acton 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 afected.
  Undead and creatures immune to being charmed aren’t afected by this spell.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additonal
  2d8 for each slot level above 1st.
  
  Sleet Storm
  3rd-level conjuraton
  Castng Time: 1 acton
  Range: 150 feet
  Components: V, S, M (a pinch of dust and a few drops of water)
  Duraton: Concentraton, up to 1 minute
  Untl 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 fames in
  the area are doused. The ground in the area is covered with slick ice, making it difcult terrain. When
  a creature enters the spell’s area for the frst tme 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 is concentratng in the spell’s area, the creature must make a successful Consttuton
  saving throw against your spell save DC or lose concentraton. 
  Slow
  3rd-level transmutaton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S, M (a drop of molasses)
  Duraton: Concentraton, up to 1 minute
  You alter tme 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 afected by this spell for the duraton.
  An afected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it
  can’t use reactons. On its turn, it can use either an acton or a bonus acton, not both. Regardless of
  the creature’s abilites or magic items, it can’t make more than one melee or ranged atack during its
  turn.
  If the creature atempts to cast a spell with a castng tme of 1 acton, roll a d20. On an 11 or higher,
  the spell doesn’t take efect untl the creature’s next turn, and the creature must use its acton on
  that turn to complete the spell. If it can’t, the spell is wasted. A creature afected by this spell makes
  another Wisdom saving throw at the end of its turn. On a successful save, the efect ends for it.
  Spare the Dying
  Necromancy cantrip
  Castng Time: 1 acton
  Range: Touch
  Components: V, S
  Duraton: Instantaneous
  You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no efect
  on undead or constructs.
  Speak with Animals
  1st-level divinaton (ritual)
  Castng Time: 1 acton
  Range: Self
  Components: V, S
  Duraton: 10 minutes
  You gain the ability to comprehend and verbally communicate with beasts for the duraton. The
  knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can
  give you informaton about nearby locatons 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 discreton.
  
  Speak with Dead
  3rd-level necromancy
  Castng Time: 1 acton
  Range: 10 feet
  Components: V, S, M (burning incense)
  Duraton: 10 minutes
  You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to
  answer the questons you pose. The corpse must stll 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.
  Untl the spell ends, you can ask the corpse up to fve questons. The corpse knows only what it knew
  in life, including the languages it knew. Answers are usually brief, cryptc, or repettve, and the
  corpse is under no compulsion to ofer a truthful answer if you are hostle to it or it recognizes you as
  an enemy. This spell doesn’t return the creature’s soul to its body, only its animatng spirit. Thus, the
  corpse can’t learn new informaton, doesn’t comprehend anything that has happened since it died,
  and can’t speculate about future events.
  Speak with Plants
  3rd-level transmutaton
  Castng Time: 1 acton
  Range: Self (30-foot radius)
  Components: V, S
  Duraton: 10 minutes
  You imbue plants within 30 feet of you with limited sentence and animaton, giving them the ability
  to communicate with you and follow your simple commands. You can queston plants about events
  in the spell’s area within the past day, gaining informaton about creatures that have passed,
  weather, and other circumstances.
  You can also turn difcult terrain caused by plant growth (such as thickets and undergrowth) into
  ordinary terrain that lasts for the duraton. Or you can turn ordinary terrain where plants are present
  into difcult terrain that lasts for the duraton, causing vines and branches to hinder pursuers, for
  example. Plants might be able to perform other tasks on your behalf, at the DM’s discreton. 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 infuence it. This spell can cause the plants created by the entangle
  spell to release a restrained creature.
  Spider Climb
  2nd-level transmutaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a drop of bitumen and a spider)
  Duraton: Concentraton, up to 1 hour
  Untl the spell ends, one willing creature you touch gains the ability to move up, down, and across
  vertcal surfaces and upside down along ceilings, while leaving its hands free. The target also gains a
  climbing speed equal to its walking speed.
  
  Spike Growth
  2nd-level transmutaton
  Castng Time: 1 acton
  Range: 150 feet
  Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point)
  Duraton: Concentraton, up to 10 minutes
  The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and
  thorns. The area becomes difcult terrain for the duraton. When a creature moves into or within the
  area, it takes 2d4 piercing damage for every 5 feet it travels. The transformaton of the ground is
  camoufaged to look natural. Any creature that can’t see the area at the tme the spell is cast must
  make a Wisdom (Percepton) check against your spell save DC to recognize the terrain as hazardous
  before entering it.
  Spirit Guardians
  3rd-level conjuraton
  Castng Time: 1 acton
  Range: Self (15-foot radius)
  Components: V, S, M (a holy symbol)
  Duraton: Concentraton, up to 10 minutes
  You call forth spirits to protect you. They fit around you to a distance of 15 feet for the duraton. If
  you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they
  appear fendish.
  When you cast this spell, you can designate any number of creatures you can see to be unafected by
  it. An afected creature’s speed is halved in the area, and when the creature enters the area for the
  frst tme 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 necrotc 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.
  Spiritual Weapon
  2nd-level evocaton
  Castng Time: 1 bonus acton
  Range: 60 feet
  Components: V, S
  Duraton: 1 minute
  You create a foatng, spectral weapon within range that lasts for the duraton or untl you cast this
  spell again. When you cast the spell, you can make a melee spell atack against a creature within 5
  feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcastng ability
  modifer.
  As a bonus acton on your turn, you can move the weapon up to 20 feet and repeat the atack
  against a creature within 5 feet of it.
  The weapon can take whatever form you choose. Clerics of deites who are associated with a
  partcular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s
  efect 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 evocaton
  Castng Time: 1 bonus acton
  Range: Self
  Components: V
  Duraton: Concentraton, up to 1 minute
  The next tme you hit a creature with a melee weapon atack during this spell’s duraton, your
  weapon pierces both body and mind, and the atack 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 atack rolls
  and ability checks, and can't take reactons, untl the end of its next turn.
  Stnking Cloud
  3rd-level conjuraton
  Castng Time: 1 acton
  Range: 90 feet
  Components: V, S, M (a roten egg or several skunk cabbage leaves)
  Duraton: Concentraton, up to 1 minute
  You create a 20-foot-radius sphere of yellow, nauseatng 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
  duraton.
  Each creature that is completely within the cloud at the start of its turn must make a Consttuton
  saving throw against poison. On a failed save, the creature spends its acton that turn retching and
  reeling.
  Creatures that don’t need to breathe or are immune to poison automatcally succeed on this saving
  throw. A moderate wind (at least 10 miles per hour) disperses the cloud afer 4 rounds. A strong
  wind (at least 20 miles per hour) disperses it afer 1 round.
  Stone Shape
  4th-level transmutaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (sof clay, which must be worked into roughly the desired shape of the stone
  object)
  Duraton: Instantaneous
  You touch a stone object of Medium size or smaller or a secton 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 cofer, 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 fner mechanical detail isn’t possible.
  Stoneskin
  4th-level abjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (diamond dust worth 100 gp, which the spell consumes)
  Duraton: Concentraton, up to 1 hour 
  This spell turns the fesh of a willing creature you touch as hard as stone. Untl the spell ends, the
  target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
  
  Storm of Vengeance
  9th-level conjuraton
  Castng Time: 1 acton
  Range: Sight
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet.
  Lightning fashes 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 Consttuton saving
  throw. On a failed save, a creature takes 2d6thunder damage and becomes deafened for 5 minutes.
  Each round you maintain concentraton on this spell, the storm produces additonal efects 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.
  Round 5-10. Gusts and freezing rain assail the area under the cloud. The area becomes difcult
  terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon atacks
  in the area are impossible. The wind and rain count as a severe distracton for the purposes of
  maintaining concentraton on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per
  hour) automatcally disperse fog, mists, and similar phenomena in the area, whether mundane or
  magical.
  Suggeston
  2nd-level enchantment
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
  Duraton: Concentraton, up to 8 hours
  You suggest a course of actvity (limited to a sentence or two) and magically infuence a creature you
  can see within range that can hear and understand you. Creatures that can’t be charmed are immune
  to this efect. The suggeston must be worded in such a manner as to make the course of acton
  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 pursues the course of acton you
  described to the best of its ability. The suggested course of acton can contnue for the entre
  duraton. If the suggested actvity can be completed in a shorter tme, the spell ends when the
  subject fnishes what it was asked to do.
  You can also specify conditons that will trigger a special actvity during the duraton. For example,
  you might suggest that a knight give her warhorse to the frst beggar she meets. If the conditon isn’t
  met before the spell expires, the actvity isn’t performed. If you or any of your companions damage
  the target, the spell ends.
  
  Sunbeam
  6th-level evocaton
  Castng Time: 1 acton
  Range: Self (60-foot line)
  Components: V, S, M (a magnifying glass)
  Duraton: Concentraton, up to 1 minute
  A beam of brilliant light fashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature
  in the line must make a Consttuton saving throw. On a failed save, a creature takes 6d8 radiant
  damage and is blinded untl 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 acton on any turn untl the spell ends.
  For the duraton, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot
  radius and dim light for an additonal 30 feet. This light is sunlight.
  Sunburst
  8th-level evocaton
  Castng Time: 1 acton
  Range: 150 feet
  Components: V, S, M (fre and a piece of sunstone)
  Duraton: Instantaneous
  Brilliant sunlight fashes in a 60-foot radius centered on a point you choose within range. Each
  creature in that light must make a Consttuton 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 o ozes have disadvantage on this saving throw. A creature
  blinded by this spell makes another Consttuton 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.
  Swif Quiver
  5th-level transmutaton
  Castng Time: 1 bonus acton
  Range: Touch
  Components: V, S, M (a quiver containing at least one piece of ammuniton)
  Duraton: Concentraton, up to 1 minute
  You transmute your quiver so it produces an endless supply of nonmagical ammuniton, which seems
  to leap into your hand when you reach for it.
  On each of your turns untl the spell ends, you can use a bonus acton to make two atacks with a
  weapon that uses ammuniton from the quiver. Each tme you make such a ranged atack, your
  quiver magically replaces the piece of ammuniton you used with a similar piece of nonmagical
  ammuniton. Any pieces of ammuniton created by this spell disintegrate when the spell ends. If the
  quiver leaves your possession, the spell ends.
  
  Symbol
  7th-level abjuraton
  Castng Time: 1 minute
  Range: Touch
  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)
  Duraton: Untl dispelled or triggered
  When you cast this spell, you inscribe a harmful glyph either on a surface (such as a secton of foor, 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 (Investgaton) check against your spell save DC
  to fnd 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 manipulatng 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 refne the trigger so the spell is actvated only under certain circumstances or
  according to a creature’s physical characteristcs (such as height or weight), or physical kind (for
  example, the ward could be set to afect 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 optons below for its efect. Once triggered, the
  glyph glows, flling a 60-foot-radius sphere with dim light for 10 minutes, afer which tme the spell
  ends. Each creature in the sphere when the glyph actvates is targeted by its efect, as is a creature
  that enters the sphere for the frst tme on a turn or ends its turn there.
  Death. Each target must make a Consttuton saving throw, taking 10d 10 necrotc damage on a failed
  save, or half as much damage on a successful save.
  Discord. Each target must make a Consttuton saving throw. On a failed save, a target bickers and
  argues with other creatures for 1 minute. During this tme, it is incapable of meaningful
  communicaton and has disadvantage on atack 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 drops whatever it is holding and must move at least 30 feet away
  from the glyph on each of its 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 tme, it can’t atack or target any creature with
  harmful abilites, spells, or other magical efects.
  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 actons, can't understand what other creatures
  say, can’t read, and speaks only in gibberish. The DM controls its movement, which is erratc.
  Pain. Each target must make a Consttuton saving throw and becomes incapacitated with
  excruciatng 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 acton 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.
  
  Tasha’s Hideous Laughter
  1st-level enchantment
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (tny tarts and a feather that is
  waved in the air)
  Duraton: Concentraton, up to 1 minute
  A creature of your choice that you can see within range perceives everything as hilariously funny and
  falls into fts of laughter if this spell afects it. The target must succeed on a Wisdom saving throw or
  fall prone, becoming incapacitated and unable to stand up for the duraton. A creature with an
  Intelligence score of 4 or less isn’t afected.
  At the end of each of its turns, and each tme it takes damage, the target can make another Wisdom
  saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success,
  the spell ends.
  Telekinesis
  5th-level transmutaton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: Concentraton, up to 10 minutes
  You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell,
  and as your acton each round for the duraton, you can exert your will on one creature or object that
  you can see within range, causing the appropriate efect below. You can afect the same target round
  afer round, or choose a new one at any tme. If you switch targets, the prior target is no longer
  afected by the spell. 
  Creature. You can try to move a Huge or smaller creature. Make an ability check with your
  spellcastng ability contested by the creature’s Strength check. If you win the contest, you move the
  creature up to 30 feet in any directon, including upward but not beyond the range of this spell. Untl
  the end of your next turn, the creature is restrained in your telekinetc grip. A creature lifed upward
  is suspended in mid-air. On subsequent rounds, you can use your acton to atempt to maintain your
  telekinetc grip on the creature by repeatng 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 automatcally move it up to 30 feet
  in any directon, 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 spellcastng 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 feet in
  any directon but not beyond the range of this spell. You can exert fne control on objects with your
  telekinetc grip, such as manipulatng 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.
  
  Telepathy
  8th-level evocaton
  Castng Time: 1 acton
  Range: Unlimited
  Components: V, S, M (a pair of linked silver rings)
  Duraton: 24 hours
  You create a telepathic link between yourself and a willing creature with which you are familiar. The
  creature can be anywhere on the same plane of existence as you. The spell ends if you or the target
  are no longer on the same plane.
  Untl the spell ends, you and the target can instantaneously share words, images, sounds, and other
  sensory messages with one another through the link, and the target recognizes you as the creature it
  is communicatng with. The spell enables a creature with an Intelligence score of at least 1 to
  understand the meaning of your words and take in the scope of any sensory messages you send to it.
  
  Teleport
  7th-level conjuraton
  Castng Time: 1 acton
  Range: 10 feet
  Components: V
  Duraton: Instantaneous
  This spell instantly transports you and up to eight willing creatures of your choice that you can see
  within range, or a single object that you can see within range, to a destnaton you select. If you
  target an object, it must be able to ft entrely inside a 10-foot cube, and it can’t be held or carried by
  an unwilling creature. The destnaton you choose must be known to you, and it must be on the same
  plane of existence as you. Your familiarity with the destnaton determines whether you arrive there
  successfully. The DM rolls d 100 and consults the table.
  Familiarity
  Mishap
  Similar Area
  Of Target
  On Target
  Permanent Circle
  -
  -
  -
  01-100
  Associated Object
  -
  -
  -
  01-100
  Very Familiar
  01-05
  06-13
  14-24
  25-100
  Seen Casually
  01-33
  34-43
  44-53
  54-100
  Viewed Once
  01-43
  44-53
  54-73
  74-100
  Descripton
  01-43
  44-53
  54-73
  74-100
  False Destnaton
  01-50
  51-100
  -
  -
  Familiarity. “Permanent circle” means a permanent teleportaton circle whose sigil sequence you
  know. “Associated object” means that you possess an object taken from the desired destnaton
  within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a
  chunk of marble from a lich’s secret tomb.
  “Very familiar” is a place you have been very ofen, a place you have carefully studied, or a place you
  can see when you cast the spell. “Seen casually” is someplace you have seen more than once but
  with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using
  magic. “Descripton” is a place whose locaton and appearance you know through someone else’s
  descripton, perhaps from a map. “False destnaton” is a place that doesn’t exist. Perhaps you tried
  to scry an enemy’s sanctum but instead viewed an illusion, or you are atemptng to teleport to a
  familiar locaton that no longer exists.
  On Target. You and your group (or the target object) appear where you want to.
  Of Target. You and your group (or the target object) appear a random distance away from the
  destnaton in a random directon. Distance of target is 1d10 x 1d10 percent of the distance that was
  to be traveled. For example, if you tried to travel 120 miles, landed of target, and rolled a 5 and 3 on
  the two d 10s, then you would be of target by 15 percent, or 18 miles. The DM determines the
  directon of target randomly by rolling a d8 and designatng 1 as north, 2 as northeast, 3 as east, and
  so on around the points of the compass. If you w ere teleportng to a coastal city and wound up 18
  miles out at sea, you could be in trouble.
  Similar Area. You and your group (or the target object) wind up in a diferent area that’s visually or
  thematcally similar to the target area. If you are heading for your home laboratory, for example, you
  might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the
  same tools and implements as your laboratory. Generally, you appear in the closest similar place, but
  since the spell has no range limit, you could conceivably wind up anywhere on the plane.
  Mishap. The spell’s unpredictable magic results in a difcult journey. Each teleportng creature (or
  the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind
  up (multple mishaps can occur, dealing damage each tme).
  
  Teleportaton Circle
  5th-level conjuraton
  Castng Time: 1 minute
  Range: 10 feet
  Components: V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell
  consumes)
  Duraton: 1 round
  As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link
  your locaton to a permanent teleportaton circle of your choice whose sigil sequence you know and
  that is on the same plane of existence as you. A shimmering portal opens within the circle you drew
  and remains open untl the end of your next turn. Any creature that enters the portal instantly
  appears within 5 feet of the destnaton circle or in the nearest unoccupied space if that space is
  occupied.
  Many major temples, guilds, and other important places have permanent teleportaton circles
  inscribed somewhere within their confnes. Each such circle includes a unique sigil sequence—a
  string of magical runes arranged in a partcular patern. When you frst gain the ability to cast this
  spell, you learn the sigil sequences for two destnatons on the Material Plane, determined by the
  DM. You can learn additonal sigil sequences during your adventures. You can commit a new sigil
  sequence to memory afer studying it for 1 minute. You can create a permanent teleportaton circle
  by castng this spell in the same locaton every day for one year. You need not use the circle to
  teleport when you cast the spell in this way.
  Tenser’s Floatng Disk
  1st-level conjuraton (ritual)
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a drop of mercury)
  Duraton: 1 hour
  This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that foats 3
  feet above the ground in an unoccupied space of your choice that you can see within range. The disk
  remains for the duraton, and can hold up to 500 pounds. If more weight is placed on it, the spell
  ends, and everything on the disk falls to the ground.
  The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it,
  the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or
  down stairs, slopes and the like, but it can’t cross an elevaton change o f 10 feet or more. For
  example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created
  at the botom.
  If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to
  follow you), the spell ends.
  
  Thaumaturgy
  Transmutaton cantrip
  Castng Time: 1 acton
  Range: 30 feet
  Components: V
  Duraton: Up to 1 minute
  You manifest a minor wonder, a sign of supernatural power, within range. You create one of the
  following magical efects within range:
  • Your voice booms up to three tmes as loud as normal for 1 minute.
  • You cause fames to ficker, 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 ominous whispers.
  • You instantaneously cause an unlocked door or window to fy open or slam shut.
  • You alter the appearance of your eyes for 1 minute. 
  If you cast this spell multple tmes, you can have up to three of its 1-minute efects actve at a tme,
  and you can dismiss such an efect as an acton.
  Thorn Whip
  Transmutaton cantrip
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (the stem of a plant with thorns)
  Duraton: Instantaneous
  You create a long, vine-like whip covered in thorns that lashes out at your command toward a
  creature in range. Make a melee spell atack against the target. If the atack 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).
  Thunderous Smite
  1st-level evocaton
  Castng Time: 1 bonus acton
  Range: Self
  Components: V
  Duraton: Concentraton, up to 1 minute
  The frst tme you hit with a melee weapon atack during this spell’s duraton, your weapon rings with
  thunder that is audible within 300 feet of you, and the atack deals an extra 2d6thunder damage to
  the target. Additonally, if the target is a creature, it must succeed on a Strength saving throw or be
  pushed 10 feet away from you and knocked prone.
  
  Thunderwave
  1st-level evocaton
  Castng Time: 1 acton
  Range: Self (15-foot cube) Components: V, S
  Duraton: Instantaneous
  A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originatng from
  you must make a Consttuton saving throw. On a failed save, a creature takes 2d8thunder damage
  and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage
  and isn’t pushed. In additon, unsecured objects that are completely within the area of efect are
  automatcally pushed 10 feet away from you by the spell’s efect, and the spell emits a thunderous
  boom audible out to 300 feet.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage
  increases by 1d8 for each slot level above 1st.
  Time Stop
  9th-level transmutaton
  Castng Time: 1 acton
  Range: Self
  Components: V
  Duraton: Instantaneous
  You briefy stop the fow of tme for everyone but yourself. No tme passes for other creatures, while
  you take 1d4 + 1 turns in a row, during which you can use actons and move as normal.
  This spell ends if one of the actons you use during this period, or any efects that you create during
  this period, afects a creature other than you or an object being worn or carried by someone other
  than you. In additon, the spell ends if you move to a place more than 1,000 feet from the locaton
  where you cast it.
  Tongues
  3rd-level divinaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, M (a small clay model of a ziggurat)
  Duraton: 1 hour
  This spell grants the creature you touch the ability to understand any spoken language it hears.
  Moreover, when the target speaks, any creature that knows at least one language and can hear the
  target understands what it says.
  Transport via Plants
  6th-level conjuraton
  Castng Time: 1 acton
  Range: 10 feet
  Components: V, S
  Duraton: 1 round
  This spell creates a magical link between a Large or larger inanimate plant within range and another
  plant, at any distance, on the same plane of existence. You must have seen or touched the
  destnaton plant at least once before. For the duraton, any creature can step into the target plant
  and exit from the destnaton plant by using 5 feet of movement.
  
  Tree Stride
  5th-level conjuraton
  Castng Time: 1 acton
  Range: Self
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  You gain the ability to enter a tree and move from inside it to inside another tree of the same kind
  within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of
  movement to enter a tree. You instantly know the locaton of all other trees of the same kind within
  500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or
  step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destnaton
  tree, using another 5 feet of movement. If you have no movement lef, you appear within 5 feet of
  the tree you entered. You can use this transportaton ability once per round for the duraton. You
  must end each turn outside a tree.
  True Polymorph
  9th-level transmutaton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a drop of mercury, a dollop of gum arabic, and a wisps of smoke)
  Duraton: Concentraton, up to 1 hour
  Choose one creature or nonmagical object that you can see within range. You transform the creature
  into a diferent creature, the creature into an object, or the object into a creature (the object must
  be neither worn nor carried by another creature). The transformaton lasts for the duraton, or untl
  the target drops to 0 hit points or dies. If you concentrate on this spell for the full duraton, the
  transformaton becomes permanent. Shapechangers aren’t afected by this spell. An unwilling
  creature can make a Wisdom saving throw, and if it succeeds, it isn’t afected 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 ratng is equal to or less than the target’s (or its level, if the target
  doesn’t have a challenge ratng). The target’s game statstcs, including mental ability scores, are
  replaced by the statstcs 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 actons it can perform by the nature of its new form, and it can’t speak,
  cast spells, or take any other acton that requires hands or speech unless its new form is capable of
  such actons. The target’s gear melds into the new form. The creature can’t actvate, use, wield, or
  otherwise beneft 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 ratng is 9 or lower. The creature is
  friendly to you and your companions. It acts on each of your turns. You decide what acton it takes
  and how it moves. The DM has the creature’s statstcs and resolves all of its actons 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 statstcs become those of the object, and the
  creature has no memory of tme spent in this form, afer the spell ends and it returns to its normal
  form.
  
  True Resurrecton
  9th-level necromancy
  Castng Time: 1 hour
  Range: Touch
  Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the
  spell consumes)
  Duraton: Instantaneous
  You touch a creature that has been dead for no longer than 200 years and that died for any reason
  except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit
  points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifs any curses
  afectng the creature when it died. The spell replaces damaged or missing organs and limbs.
  The spell can even provide a new body if the original no longer exists, in which case you must speak
  the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of
  you.
  True Seeing
  6th-level divinaton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder,
  safron, and fat; and is consumed by the spell)
  Duraton: 1 hour
  This spell gives the willing creature you touch the ability to see things as they actually are. For the
  duraton, the creature has truesight, notces secret doors hidden by magic, and can see into the
  Ethereal Plane, all out to a range of 120 feet.
  True Strike
  Divinaton cantrip
  Castng Time: 1 acton
  Range: 30 feet
  Components: S
  Duraton: Concentraton, up to 1 round
  You extend your hand and point a fnger at a target in range. Your magic grants you a brief insight
  into the target’s defenses. On your next turn, you gain advantage on your frst atack roll against the
  target, provided that this spell hasn’t ended.
  
  Tsunami
  8th-level conjuraton
  Castng Time: 1 minute
  Range: Sight
  Components: V, S
  Duraton: Concentraton, up to 6 rounds
  A wall of water springs into existence at a point you choose within range. You can make the wall up
  to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duraton.
  When the wall appears, each creature within its area must make a Strength saving throw. On a failed
  save, a creature takes 6 d10 bludgeoning damage, or half as much damage on a successful save.
  At the start of each of your turns afer the wall appears, the wall, along with any creatures in it,
  moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall
  enters when it moves must succeed on a Strength saving throw or take 5 d10 bludgeoning damage. A
  creature can take this damage only once per round. At the end of the turn, the wall’s height is
  reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced
  by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can
  move by swimming. Because of the force of the wave, though, the creature must make a successful
  Strength (Athletcs) check against your spell save DC in order to move at all. If it fails the check, it
  can’t move. A creature that moves out of the area falls to the ground.
  Unseen Servant
  1st-level conjuraton (ritual)
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a piece of string and
  a bit of wood)
  Duraton: 1 hour
  This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command
  untl the spell ends. The servant springs into existence in an unoccupied space on the ground within
  range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t atack. If it drops to 0 hit points, the
  spell ends.
  Once on each of your turns as a bonus acton, you can mentally command the servant to move up to
  15 feet and interact with an object. The servant can perform simple tasks that a human servant could
  do, such as fetching things, cleaning, mending, folding clothes, lightng fres, serving food, and
  pouring wine. Once you give the command, the servant performs the task to the best of its ability
  untl it completes the task, then waits for your next command.
  If you command the servant to perform a task that would move it more than 60 feet away from you,
  the spell ends. 
  Vampiric Touch
  3rd-level necromancy
  Castng Time: 1 acton
  Range: Self
  Components: V, S
  Duraton: Concentraton, up to 1 minute
  The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds.
  Make a melee spell atack against a creature within your reach. On a hit, the target takes 3d6
  necrotc damage, and you regain hit points equal to half the amount of necrotc damage dealt. Untl
  the spell ends, you can make the atack again on each of your turns as an acton.
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage
  increases by 1d6 for each slot level above 3rd.
  
  Vicious Mockery
  Enchantment cantrip
  Castng Time: 1 acton
  Range: 60 feet
  Components: V
  Duraton: Instantaneous
  You unleash a string of insults laced with subtle enchantments at a creature you can see within
  range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom
  saving throw or take 1d4 psychic damage and have disadvantage on the next atack roll it makes
  before the end of its next turn.
  This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level
  (4d4).
  Wall of Fire
  4th-level evocaton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S, M (a small piece of phosphorus)
  Duraton: Concentraton, up to 1 minute
  You create a wall of fre on a solid surface within range. You can make the wall up to 60 feet long, 20
  feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.
  The wall is opaque and lasts for the duraton. When the wall appears, each creature within its area
  must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fre damage, or half as
  much damage on a successful save.
  One side of the wall, selected by you when you cast this spell, deals 5d8 fre damage to each creature
  that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage
  when it enters the wall for the frst tme on a turn or ends its turn there. The other side of the wall
  deals no damage.
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage
  increases by 1d8 for each slot level above 4th.
  Wall of Force
  5th-level evocaton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S, M (a pinch of powder made by
  crushing a clear gemstone)
  Duraton: Concentraton, up to 10 minutes
  An invisible wall of force springs into existence at a point you choose within range. The wall appears
  in any orientaton you choose, as a horizontal or vertcal barrier or at an angle. It can be free foatng
  or restng on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of
  up to 10 feet, or you can shape a fat surface made up of ten 10-foot-by- 10-foot panels. Each panel
  must be contguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the
  duraton. If the wall cuts through a creature’s space when it appears, the creature is pushed to one
  side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune
  to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly,
  however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
  
  Wall of Ice
  6th-level evocaton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S, M (a small piece of quartz)
  Duraton: Concentraton, up to 10 minutes
  You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or
  a sphere with a radius of up to 10 feet, or you can shape a fat surface made up of ten 10-foot-square
  panels. Each panel must be contguous with another panel. In any form, the wall is 1 foot thick and
  lasts for the duraton. If the wall cuts through a creature’s space when it appears, the creature within
  its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save,
  the creature takes 10d6 cold damage, or half as much damage on a successful save.
  The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-
  foot secton, and it is vulnerable to fre damage. Reducing a 10-foot secton of wall to 0 hit points
  destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving
  through the sheet of frigid air for the frst tme on a turn must make a Consttuton saving throw. That
  creature takes 5d6 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 7th level or higher, the damage the
  wall deals when it appears increases by 2d6, and the damage from passing through the sheet of
  frigid air increases by 1d6, for each slot level above 6th.
  Wall of Stone
  5th-level evocaton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S, M (a small block of granite)
  Duraton: Concentraton, up to 10 minutes
  A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is
  6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contguous with
  at least one other panel. Alternatvely, you can create 10-foot-by-20-foot panels that are only 3
  inches thick.
  If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the
  wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another
  solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reacton
  to move up to its speed so that it is no longer enclosed by the wall.
  The wall can have any shape you desire, though it can’t occupy the same space as a creature or
  object. The wall doesn’t need to be vertcal or rest on any frm foundaton. It must, however, merge
  with and be solidly supported by existng stone. Thus, you can use this spell to bridge a chasm or
  create a ramp.
  If you create a span greater than 20 feet in length, you must halve the size of each panel to create
  supports. You can crudely shape the wall to create crenellatons, batlements, and so on.
  The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15
  and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause
  connected panels to collapse at the DM’s discreton.
  If you maintain your concentraton on this spell for its whole duraton, the wall becomes permanent
  and can’t be dispelled. Otherwise, the wall disappears when the spell ends.
  
  Wall of Thorns
  6th-level conjuraton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S, M (a handful of thorns)
  Duraton: Concentraton, up to 10 minutes
  You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears
  within range on a solid surface and lasts for the duraton. You choose to make the wall up to 60 feet
  long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high
  and 5 feet thick. The wall blocks line of sight. 
  When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed
  save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.
  A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves
  through the wall, it must spend 4 feet of movement. Furthermore, the frst tme a creature enters
  the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes
  7d8 slashing damage on a failed save, or half as much damage on a successful one.
  At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of
  damage increase by 1d8 for each slot level above 6th.
  Warding Bond
  2nd-level abjuraton
  Castng Time: 1 acton
  Range: Touch
  Components: V, S, M (a pair of platnum rings worth at least 50 gp each, which you and the target
  must wear for the duraton)
  Duraton: 1 hour
  This spell wards a willing creature you touch and creates a mystc connecton between you and the
  target untl the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and
  saving throws, and it has resistance to all damage. Also, each tme it takes damage, you take the
  same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become
  separated by more than 60 feet. It also ends if the spell is cast again on either of the connected
  creatures. You can also dismiss the spell as an acton.
  Water Breathing
  3rd-level transmutaton (ritual)
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a short reed or piece of straw)
  Duraton: 24 hours
  This spell grants up to ten willing creatures you can see within range the ability to breathe
  underwater untl the spell ends. Afected creatures also retain their normal mode of respiraton.
  
  Water Walk
  3rd-level transmutaton (ritual)
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a piece of cork)
  Duraton: 1 hour
  This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow,
  quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can stll take
  damage from the heat). Up to ten willing creatures you can see within range gain this ability for the
  duraton.
  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 feet per round.
  Web
  2nd-level conjuraton
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S, M (a bit of spiderweb)
  Duraton: Concentraton, up to 1 hour 
  You conjure a mass of thick, stcky webbing at a point of
  your choice within range. The webs fll a 20-foot cube from that point for the duraton. The webs are
  difcult terrain and lightly obscure their area.
  If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a
  foor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next
  turn. Webs layered over a fat surface have a depth of 5 feet.
  Each creature that starts its turn in the webs or that enters them during its turn must make a
  Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs
  or untl it breaks free. A creature restrained by the webs can use its acton to make a Strength check
  against your spell save DC. If it succeeds, it is no longer restrained.
  The webs are fammable. Any 5-foot cube of webs exposed to fre burns away in 1 round, dealing 2d4
  fre damage to any creature that starts its turn in the fre.
  Weird
  9th-level illusion
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S
  Duraton: Concentraton, up to one minute
  Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds,
  visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice
  within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for
  the duraton. The illusion calls on the creature’s deepest fears, manifestng its worst nightmares as an
  implacable threat. At the start of each of the frightened creature’s turns, it must succeed on a
  Wisdom saving throw or take 4 d10 psychic damage. On a successful save, the spell ends for that
  creature.
  
  Wind Walk
  6th-level transmutaton
  Castng Time: 1 minute
  Range: 30 feet
  Components: V, S, M (fre and holy water)
  Duraton: 8 hours
  You and up to ten willing creatures you can see within range assume a gaseous form for the duraton,
  appearing as wispss of cloud. While in this cloud form, a creature has a fying speed of 300 feet and
  has resistance to damage from nonmagical weapons. The only actons a creature can take in this
  form are the Dash acton or to revert to its normal form. Revertng takes 1 minute, during which tme
  a creature is incapacitated and can’t move. Untl the spell ends, a creature can revert to cloud form,
  which also requires the 1-minute transformaton. 
  If a creature is in cloud form and fying when the efect ends, the creature descends 60 feet per
  round for 1 minute untl it lands, which it does safely. If it can’t land afer 1 minute, the creature falls
  the remaining distance.
  Wind Wall
  3rd-level evocaton
  Castng Time: 1 acton
  Range: 120 feet
  Components: V, S, M (a tny fan and a feather of exotc origin)
  Duraton: Concentraton, up to 1 minute
  A wall of strong wind rises from the ground at a point you choose within range. You can make the
  wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose
  so long as it makes one contnuous path along the ground. The wall lasts for the duraton.
  When the wall appears, each creature within its area must make a Strength saving throw. A creature
  takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
  The strong wind keeps fog, smoke, and other gases at bay. Small or smaller fying creatures or objects
  can’t pass through the wall. Loose, lightweight materials brought into the wall fy upward. Arrows,
  bolts, and other ordinary projectles launched at targets behind the wall are defected upward and
  automatcally miss. (Boulders hurled by giants or siege engines, and similar projectles, are
  unafected.) Creatures in gaseous form can’t pass through it.
  
  Wish
  9th-level conjuraton
  Castng Time: 1 acton
  Range: Self
  Components: V
  Duraton: Instantaneous
  Wish is the mightest spell a mortal creature can cast. By simply speaking aloud, you can alter the
  very foundatons of reality in accord with your desires. The basic use of this spell is to duplicate any
  other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including
  costly components. The spell simply takes efect.
  Alternatvely, you can create one of the following efects of your choice:
  • You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no
  more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the
  ground.
  • You allow up to twenty creatures that you can see to regain all hit points, and you end all efects on
  them described in the greater restoraton spell.
  • You grant up to ten creatures that you can see resistance to a damage type you choose.
  • You grant up to ten creatures you can see immunity to a single spell or other magical efect for 8
  hours. For instance, you could make yourself and all your companions immune to a lich’s life drain
  atack.
  • You undo a single recent event by forcing a reroll of any roll made within the last round (including
  your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell
  could undo an opponent’s successful save, a foe’s critcal hit, or a friend’s failed save. You can force
  the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll
  or the original roll.
  You might be able to achieve something beyond the scope of the above examples. State your wish to
  the DM as precisely as possible. The DM has great lattude in ruling what occurs in such an instance;
  the greater the wish, the greater the likelihood that something goes wrong. This spell might simply
  fail, the efect you desire might only be partly achieved, or you might sufer some unforeseen
  consequence as a result of how you worded the wish. For example, wishing that a villain w ere dead
  might propel you forward in tme to a period when that villain is no longer alive, efectvely removing
  you from the game. Similarly, wishing for a legendary magic item or artfact might instantly transport
  you to the presence of the item’s current owner.
  The stress of castng this spell to produce any efect other than duplicatng another spell weakens
  you. Afer enduring that stress, each tme you cast a spell untl you fnish a long rest, you take 1d10
  necrotc damage per level of that spell. This damage can’t be reduced or prevented in any way. In
  additon, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days
  that you spend restng and doing nothing more than light actvity, your remaining recovery tme
  decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again
  if you sufer this stress.
  
  Witch Bolt
  1st-level evocaton
  Castng Time: 1 acton
  Range: 30 feet
  Components: V, S, M (a twig from a tree that has been struck by lightning)
  Duraton: Concentraton, up to 1 minute
  A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc
  of lightning between you and the target. Make a ranged spell atack against that creature. On a hit,
  the target takes 1d12 lightning damage, and on each of your turns for the duraton, you can use your
  acton to deal 1d12 lightning damage to the target automatcally. The spell ends if you use your
  acton to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has
  total cover from you.
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the inital damage
  increases by 1d12 for each slot level above 1st.
  Word of Recall
  6th-level conjuraton
  Castng Time: 1 acton
  Range: 5 feet
  Components: V
  Duraton: Instantaneous
  You and up to fve willing creatures within 5 feet of you instantly teleport to a previously designated
  sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to
  the spot you designated when you prepared your sanctuary (see below). If you cast this spell without
  frst preparing a sanctuary, the spell has no efect.
  You must designate a sanctuary by castng this spell within a locaton, such as a temple, dedicated to
  or strongly linked to your deity. If you atempt to cast the spell in this manner in an area that isn’t
  dedicated to your deity, the spell has no efect.
  Wrathful Smite
  1st-level evocaton
  Castng Time: 1 bonus acton
  Range: Self
  Components: V
  Duraton: Concentraton, up to 1 minute
  The next tme you hit with a melee weapon atack during this spell’s duraton, your atack deals an
  extra 1d6 psychic damage. Additonally, if the target is a creature, it must make a Wisdom saving
  throw or be frightened of you untl the spell ends. As an acton, the creature can make a Wisdom
  check against your spell save DC to steel its resolve and end this spell.
  
  Zone of Truth
  2nd-level enchantment
  Castng Time: 1 acton
  Range: 60 feet
  Components: V, S
  Duraton: 10 minutes
  You create a magical zone that guards against decepton in a 15-foot-radius sphere centered on a
  point of your choice within range. Untl the spell ends, a creature that enters the spell’s area for the
  frst tme on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a
  creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or
  fails on its saving throw. An afected creature is aware of the spell and can thus avoid answering
  questons to which it would normally respond with a lie. Such a creature can be evasive in its answers
  as long as it remains within the boundaries of the truth.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Extras/Spell Lists.pdf