TEXT: animated spells
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  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: ÉTIENNE GAGNON
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Animate Objects
  LEVEL 5 
  TRANSMUTATION
  V, S
  1 ACTION
  120'
  C. 1 MIN
  Animate Objects (continued)
  ART: VINCENT ROCHETTE
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  LEVEL 5
  TRANSMUTATION
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: MENG HER
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Antilife Shell
  LEVEL 5
  ABJURATION
  C. 1 HR
  V, S
  1 ACTION
  SELF
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: WYLDER TOMLINSON
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Awaken
  LEVEL 5
  TRANSMUTATION
  INSTANT
  V, S, M
  8 HRS 
  TOUCH
  
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet
  Concentration,  
  up to 1 minute
  1 Action
  V, S, M
  Objects come to life at your command. Choose up to ten 
  nonmagical objects within range that are not being worn or 
  carried. Medium targets count as two objects, Large targets count 
  as four objects, Huge targets count as eight objects. You can’t 
  animate any object larger than Huge. Each target animates and 
  becomes a creature under your control until the spell ends or until 
  reduced to 0 hit points. 
  As a bonus action, you can mentally command any creature you 
  made with this spell if the creature is within 500 feet of you (if 
  you control multiple creatures, you can command any or all of 
  them at the same time, issuing the same command to each one). 
  You decide what action the creature will take and where it will 
  move during its next turn, or you can issue a general command, 
  such as to guard a particular chamber or corridor. If you issue 
  no commands, the creature only defends itself against hostile 
  creatures. Once given an order, the creature continues to follow  
  it until its task is complete. 
  Animate Objects
  5TH LEVEL TRANSMUTATION
  Size
  HP
  AC
  Str
  Dex
  Attack
  Tiny
  20
  18
  4
  18
  +8 to hit, 1d4 + 4 damage
  Small
  25
  16
  6
  14
  +6 to hit, 1d8 + 2 damage
  Medium
  40
  13
  10
  12
  +5 to hit, 2d6 + 1 damage
  Large
  50
  10
  14
  10
  +6 to hit, 2d10 + 2 damage
  Huge
  80
  10
  18
  6
  +8 to hit, 2d12 + 4 damage
  ANIMATED OBJECT STATISTICS
  Animate Objects
  5TH LEVEL TRANSMUTATION
  BARD | SORCERER | WIZARD
  An animated object is a construct with AC, hit points, 
  attacks, Strength, and Dexterity determined by its size.  
  Its Constitution is 10 and its Intelligence and Wisdom 
  are 3, and its Charisma is 1. Its speed is 30 feet; if the 
  object lacks legs or other appendages it can use for 
  locomotion, it instead has a flying speed of 30 feet and 
  can hover. If the object is securely attached to a surface or 
  a larger object, such as a chain bolted to a wall, its speed 
  is 0. It has blindsight with a radius of 30 feet and is blind 
  beyond that distance. When the animated object drops to 
  0 hit points, it reverts to its original object form, and any 
  remaining damage carries over to its original object form. 
  If you command an object to attack, it can make a single 
  melee attack against a creature within 5 feet of it. It makes 
  a slam attack with an attack bonus and bludgeoning 
  damage determined by its size. The GM might rule that  
  a specific object inflicts slashing or piercing damage based 
  on its form.
  At Higher Levels. If you cast this spell using a spell slot of 
  6th level or higher, you can animate two additional objects 
  for each slot level above 5th.
  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 duration. 
  The barrier prevents an affected creature from passing 
  or reaching through. An affected creature can cast 
  spells or make attacks with ranged or reach weapons 
  through the barrier. 
  If you move so that an affected creature is forced  
  to pass through the barrier, the spell ends.
  Antilife Shell
  5TH LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self 
  (10-Foot Radius Sphere)
  Concentration, 
  up to 1 hour
  1 Action
  V, S
  DRUID
  After spending the casting time tracing magical pathways 
  within a precious gemstone, you touch a Huge or smaller 
  beast or plant. The target must have either no Intelligence 
  score or an Intelligence of 3 or less. The target gains an 
  Intelligence of 10. The target also gains the ability to speak 
  one language you know. If the target is a plant, it gains the 
  ability to move its limbs, roots, vines, creepers, and so forth, 
  and it gains senses similar to a human’s. Your GM chooses 
  statistics appropriate for the awakened plant, such as the 
  statistics for the awakened shrub or the awakened tree. 
  The awakened beast or plant is charmed by you for  
  30 days or until you or your companions do anything 
  harmful to it. When the charmed condition ends, the 
  awakened creature chooses whether to remain friendly  
  to you, based on how you treated it while it was charmed.
  Awaken
  5TH LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Instantaneous
  8 Hours
  V, S, M
  BARD | DRUID
  An agate worth at least 1,000 gp, which the spell consumes.
  MATERIAL COMPONENTS
  
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  ART: JONATHAN HIGAREDA
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Arcane Hand
  LEVEL 5 
  EVOCATION
  V, S, M
  1 ACTION
  120'
  C. 1 MIN
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  ANIMATION: JASON ENGLE
  ART: MENG HER
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Commune
  LEVEL 5
  DIVINATION (R)
  1 MIN
  V, S, M
  1 MIN
  SELF
  Arcane Hand (continued)
  ART: JONATHAN HIGAREDA
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  LEVEL 5
  EVOCATION
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  ANIMATION: JASON ENGLE
  ART: MENG HER
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Cloudkill
  LEVEL 5
  CONJURATION
  C.10 MINS
  V, S
  1 ACTION
  120'
  
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet
  Concentration,  
  up to 1 minute
  1 Action
  V, S, M
  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 duration, 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 fill its space. 
  When you cast the spell and as a bonus action on your 
  subsequent turns, you can move the hand up to 60 feet  
  and then cause one of the following effects with it. 
  Clenched Fist. The hand strikes one creature or object within 
  5 feet of it. Make a melee spell attack for the hand using your 
  game statistics. On a hit, the target takes 4d8 force damage. 
  Forceful Hand. The hand attempts to push a creature within 
  5 feet of it in a direction you choose. Make a check with the 
  hand’s Strength contested by the Strength (Athletics) 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 five times 
  your spellcasting ability modifier. The hand moves with the 
  target to remain within 5 feet of it. 
  Arcane Hand
  5TH LEVEL EVOCATION
  Arcane Hand
  5TH LEVEL EVOCATION
  WIZARD
  An eggshell and a snakeskin glove.
  MATERIAL COMPONENTS
  Grasping Hand. The hand attempts 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 action to have the 
  hand crush it. When you do so, the target takes bludgeoning 
  damage equal to 2d6 + your spellcasting ability modifier. 
  Interposing Hand. The hand interposes itself between you 
  and a creature you choose until you give the hand a different 
  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 difficult 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 fist 
  option increases by 2d8 and the damage from the grasping 
  hand increases by 2d6 for each slot level above 5th.
  You create a 20-foot-radius sphere of poisonous, yellow-
  green fog centered on a point you choose within range. 
  The fog spreads around corners. It lasts for the duration or 
  until strong wind disperses the fog, ending the spell. Its 
  area is heavily obscured.
  When a creature enters the spell’s area for the first time on 
  a turn or starts its turn there, that creature must make a 
  Constitution saving throw. The creature takes 5d8 poison 
  damage on a failed save, or half as much damage on a 
  successful one. Creatures are affected 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.
  Cloudkill
  5TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet  
  (20-Foot Radius Sphere)
  Concentration,  
  up to 10 minutes
  1 Action
  V, S, M
  SORCERER | WIZARD
  You contact your deity or a divine proxy and ask up to 
  three questions that can be answered with a yes or no. You 
  must ask your questions before the spell ends. You receive 
  a correct answer for each question. 
  Divine beings aren’t necessarily omniscient, so you might 
  receive “unclear” as an answer if a question pertains to 
  information 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 GM might offer a 
  short phrase as an answer instead. 
  If you cast the spell two or more times before finishing 
  your next long rest, there is a cumulative 25 percent 
  chance for each casting after the first that you get no 
  answer. The GM makes this roll in secret.
  Commune
  5TH LEVEL DIVINATION (RITUAL)
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self 
  1 Minute
  1 Minute
  V, S, M
  CLERIC
  Incense and a vial of holy or unholy water.
  MATERIAL COMPONENTS
  
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  ANIMATION: JASON ENGLE
  ART: MIMI CHIU
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Commune with Nature
  LEVEL 5
  DIVINATION (R)
  INSTANT
  V, S
  1 MIN
  SELF
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: KARL PAJAK
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Cone of Cold
  LEVEL 5
  EVOCATION
  INSTANT
  V, S, M
  1 ACTION
  SELF
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: VINCENT ROCHETTE
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Conjure Elemental
  LEVEL 5
  CONJURATION
  C. 1 HR
  V, S, M
  1 MIN
  90'
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  ANIMATION: JASON ENGLE
  ART: WYLDER TOMLINSON
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Contact Other Plane
  LEVEL 5
  DIVINATION (R)
  1 MIN
  V
  1 MIN
  SELF
  
  You briefly 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 settings, the 
  radius is limited to 300 feet. The spell doesn’t function 
  where nature has been replaced by construction, 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 celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings
  For example, you could determine the location of powerful 
  undead in the area, the location of major sources of safe 
  drinking water, and the location of any nearby towns.
  Commune with Nature
  5TH LEVEL DIVINATION (RITUAL)
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self 
  Instantaneous
  1 Minute
  V, S
  DRUID | RANGER
  A blast of cold air erupts from your hands. Each creature 
  in a 60-foot cone must make a Constitution 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 
  until 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.
  Cone of Cold
  5TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self (60-Foot Cone)
  Instantaneous
  1 Action
  V, S, M
  SORCERER | WIZARD
  A small crystal or glass cone.
  MATERIAL COMPONENTS
  You call forth an elemental servant. Choose an area of air, earth, fire, or 
  water that fills a 10-foot cube within range. An elemental of challenge 
  rating 5 or lower appropriate to the area you chose appears in an 
  unoccupied space within 10 feet of it. For example, a fire elemental 
  emerges from a bonfire, 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 duration. 
  Roll initiative for the elemental, which has its own turns. It obeys any 
  verbal commands that you issue to it (no action required by you). If 
  you don’t issue any commands to the elemental, it defends itself from 
  hostile creatures but otherwise takes no actions. 
  If your concentration is broken, the elemental doesn’t disappear. 
  Instead, you lose control of the elemental, it becomes hostile toward 
  you and your companions, and it might attack. An uncontrolled 
  elemental can’t be dismissed by you, and it disappears 1 hour after  
  you summoned it. The GM has the elemental’s statistics.
  At Higher Levels. When you cast this spell using a spell slot of  
  6th level or higher, the challenge rating increases by 1 for each  
  slot level above 5th.
  Conjure Elemental
  5TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  90 Feet 
  Concentration,  
  up to 1 hour
  1 Minute
  V, S, M
  DRUID | WIZARD
  Burning incense for air, soft clay for earth, sulfur and phosphorus for 
  fire, or water and sand for water.
  MATERIAL COMPONENTS
  You mentally contact a demigod, the spirit of a long-dead 
  sage, or some other mysterious entity from another plane. 
  Contacting 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 until you finish a long rest. 
  While insane, you can’t take actions, can’t understand what 
  other creatures say, can’t read, and speak only in gibberish. 
  A greater restoration spell cast on you ends this effect. 
  On a successful save, you can ask the entity up to five 
  questions. You must ask your questions before the spell 
  ends. The GM answers each question with one word, such 
  as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” 
  (if the entity doesn’t know the answer to the question). If 
  a one-word answer would be misleading, the GM might 
  instead offer a short phrase as an answer.
  Contact Other Plane
  5TH LEVEL DIVINATION (RITUAL)
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  1 Minute
  1 Minute
  V
  WARLOCK | WIZARD
  
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  ART: VINCENT ROCHETTE
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  Contagion
  LEVEL 5
  NECROMANCY
  7 DAYS
  V, S
  1 ACTION 
  TOUCH
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  ART:  HUGO BLENDL
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  Dominate Person
  LEVEL 5
  ENCHANTMENT
  C. 1 MIN
  V, S
  1 ACTION
  60'
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  ANIMATION: JASON ENGLE
  ART: FELIPE ALMEIDA
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  Creation
  LEVEL 5
  ILLUSION
  SPECIAL
  V, S, M
  1 MIN 
  30'
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  ANIMATION: JASON ENGLE
  ART: JAMES FRIO
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  Dispel Evil & Good
  LEVEL 5
  ABJURATION
  C. 1 MIN
  V, S, M
  1 ACTION
  SELF
  
  You attempt 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 
  duration. If you or creatures that are friendly to you are fighting 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 action required), which it does its best to obey. You 
  can specify a simple and general course of action, such as “Attack that 
  creature,” “Run over there,” or “Fetch that object.” If the creature 
  completes the order and doesn’t receive further direction from you,  
  it defends and preserves itself to the best of its ability. 
  You can use your action to take total and precise control of the target. 
  Until the end of your next turn, the creature takes only the actions you 
  choose, and doesn’t do anything that you don’t allow it to do. During 
  this time you can also cause the creature to use a reaction, but this 
  requires you to use your own reaction as well. 
  Each time 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 duration is concentration, up to 10 minutes. When you use a 7th 
  level spell slot, the duration is concentration, up to 1 hour. When you 
  use a spell slot of 8th level or higher, the duration is concentration, up 
  to 8 hours.
  Dominate Person
  5TH LEVEL ENCHANTMENT
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  Concentration, 
  up to 1 minute
  1 Action 
  V, S
  BARD | SORCERER | WIZARD
  Your touch inflicts disease. Make a melee spell attack against a creature 
  within your reach. On a hit, you afflict 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 Constitution saving 
  throw. After failing three of these saving throws, the disease’s effects last for 
  the duration, and the creature stops making these saves. After 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 effect that 
  removes a disease or otherwise ameliorates a disease’s effects 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 attack 
  rolls that use Strength. 
  Flesh Rot. The creature’s flesh decays. The creature has disadvantage on 
  Charisma checks and vulnerability to all damage. 
  Mindfire. 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 effects of the confusion spell  
  during combat. 
  Seizure. The creature is overcome with shaking. The creature has 
  disadvantage on Dexterity checks, Dexterity saving throws, and attack  
  rolls that use Dexterity. 
  Slimy Doom. The creature begins to bleed uncontrollably. The creature  
  has disadvantage on Constitution checks and Constitution saving throws. 
  In addition, whenever the creature takes damage, it is stunned until the 
  end of its next turn.
  Contagion
  5TH LEVEL NECROMANCY
  CLERIC | DRUID
  RANGE
  Touch
  DURATION
  7 Days
  CASTING TIME
  1 Action
  COMPONENTS
  V, S
  You pull wisps of shadow material from the Shadowfell to create 
  a nonliving object of vegetable matter within range: soft 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 duration depends on the object’s material. If the object is 
  composed of multiple materials, use the shortest duration.
  Material
  Duration
  Vegetable matter
  1 day
  Stone or crystal
  12 hours
  Precious metals
  1 hour
  Gems
  10 minutes
  Adamantine 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.
  Creation
  5TH LEVEL ILLUSION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet  
  (5-Foot Cube) 
  Special
  1 Minute 
  V, S, M
  SORCERER | WIZARD
  A tiny piece of matter of the same type of the item you plan  
  to create.
  MATERIAL COMPONENTS
  Shimmering energy surrounds and protects you from fey, undead, 
  and creatures originating from beyond the Material Plane. For 
  the duration, celestials, elementals, fey, fiends, and undead have 
  disadvantage on attack rolls against you. 
  You can end the spell early by using either of the following special 
  functions. 
  Break Enchantment. As your action, you touch a creature you 
  can reach that is charmed, frightened, or possessed by a celestial, 
  an elemental, a fey, a fiend, or an undead. The creature you touch 
  is no longer charmed, frightened, or possessed by such creatures. 
  Dismissal. As your action, make a melee spell attack against a 
  celestial, an elemental, a fey, a fiend, or an undead you can reach. 
  On a hit, you attempt 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 Evil & Good
  5TH LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  Concentration, 
  up to 1 minute
  1 Action 
  V, S, M
  CLERIC | PALADIN
  Holy water or powdered silver and iron.
  MATERIAL COMPONENTS
  
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  ART: MIMI CHIU
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  Dream
  LEVEL 5
  ILLUSION
  8 HRS
  V, S, M
  1 MIN
  SPECIAL
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  ANIMATION: JASON ENGLE
  ART: MIMI CHIU
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  Greater Restoration
  LEVEL 5
  ABJURATION
  INSTANT
  V, S, M
  1 ACTION
  TOUCH
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  ANIMATION: JASON ENGLE
  ART: PEGBARIANS
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  Flame Strike
  LEVEL 5
  EVOCATION
  INSTANT
  V, S, M
  1 ACTION
  60'
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  ANIMATION: JASON ENGLE
  ART: SAM ALLEN
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  Geas
  LEVEL 5
  ENCHANTMENT
  30 DAYS
  V
  1 MIN
  60'
  
  You imbue a creature you touch with positive energy to 
  undo a debilitating effect. You can reduce the target’s 
  exhaustion level by one, or end one of the following 
  effects on the target:
  • One effect that charmed or petrified the target
  • One curse, including the target’s attunement to  
  a cursed magic item
  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum
  Greater Restoration
  5TH LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Instantaneous
  1 Action 
  V, S, M
  BARD | CLERIC | DRUID
  Diamond dust worth at least 100 gp, which the  
  spell consumes.
  MATERIAL COMPONENTS
  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, acting 
  as a messenger. While in the trance, the messenger is aware of his or her 
  surroundings, but can’t take actions 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 
  duration of the spell. The messenger can also shape the environment of 
  the dream, creating landscapes, objects, and other images. The messenger 
  can emerge from the trance at any time, ending the effect 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 duration of the target’s sleep and prevents the target from 
  gaining any benefit from that rest. In addition, 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 portion of the target’s body, the target makes its saving  
  throw with disadvantage.
  Dream
  5TH LEVEL ILLUSION
  8 Hours
  BARD | WARLOCK | WIZARD
  A handful of sand, a dab of ink, and a writing quill plucked from a  
  sleeping bird.
  MATERIAL COMPONENTS
  RANGE
  Special
  DURATION
  8 Hours
  CASTING TIME
  1 Minute 
  COMPONENTS
  V, S, M
  A vertical column of divine fire roars down from the 
  heavens in a location 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 fire 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 fire damage or the radiant 
  damage (your choice) increases by 1d6 for each slot level 
  above 5th.
  Flame Strike
  5TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet  
  (10-Foot-Radius Cylinder)
  Instantaneous
  1 Action
  V, S, M
  CLERIC
  Pinch of sulfur.
  MATERIAL COMPONENTS
  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 action or course of activity as you 
  decide. If the creature can understand you, it must 
  succeed on a Wisdom saving throw or become charmed 
  by you for the duration. While the creature is charmed 
  by you, it takes 5d10 psychic damage each time it acts in 
  a manner directly counter to your instructions, but no 
  more than once each day. A creature that can’t understand 
  you is unaffected by the spell. 
  You can issue any command you choose, short of an 
  activity that would result in certain death. Should you 
  issue a suicidal command, the spell ends. You can end the 
  spell early by using an action to dismiss it. A remove curse, 
  greater restoration, or wish spell also ends it.
  At Higher Levels. When you cast this spell using a spell 
  slot of 7th or 8th level, the duration is 1 year. When you 
  cast this spell using a spell slot of 9th level, the spell lasts 
  until it is ended by one of the spells mentioned above.
  Geas
  5TH LEVEL ENCHANTMENT
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet 
  30 Days
  1 Minute 
  V
  BARD | CLERIC | DRUID | PALADIN | WIZARD
  
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  hallow
  LEVEL 5
  EVOCATION
  UNTIL  
  DISPELLED
  V, S, M
  24 HRS
  TOUCH
  Hallow (continued)
  ART: SAM ALLEN
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  LEVEL 5
  EVOCATION
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  ANIMATION: JASON ENGLE
  ART: JONATHAN HIGAREDA
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  Hold Monster
  LEVEL 5
  ENCHANTMENT
  C. 1 MIN
  V, S, M
  1 ACTION
  90'
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  ART: MATEI MONORANU
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  Insect Plague
  LEVEL 5
  CONJURATION
  C.10 MINS
  V, S, M
  1 ACTION
  300'
  
  Swarming, biting locusts fill a 20-foot-radius sphere 
  centered on a point you choose within range. The  
  sphere spreads around corners. The sphere remains  
  for the duration, and its area is lightly obscured. The 
  sphere’s area is difficult terrain. 
  When the area appears, each creature in it must make a 
  Constitution 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 first time  
  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.
  Insect Plague
  5TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  300 Feet 
  (20-Foot-Radius Sphere)
  Concentration, 
  up to 10 minutes
  1 Action
  V, S, M
  CLERIC | DRUID | SORCERER
  A few grains of sugar, some kernels of grain, and a smear 
  of fat.
  MATERIAL COMPONENTS
  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 effect a 
  hallow spell. The affected area is subject to the following effects.
  First, celestials, elementals, fey, fiends, 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 effect.
  Second, you can bind an extra effect to the area. Choose the 
  effect from the following list, or choose an effect offered by  
  the GM. Some of these effects apply to creatures in the area;  
  you can designate whether the effect applies to all creatures,  
  creatures that follow a specific deity or leader, or creatures of  
  a specific sort, such as orcs or trolls. When a creature that  
  would be affected enters the spell’s area for the first time on 
  a turn or starts its turn there, it can make a Charisma saving 
  throw. On a success, the creature ignores the extra effect until  
  it leaves the area.
  Courage. Affected creatures can’t be frightened while in the area.
  Darkness. Darkness fills 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.
  hallow
  5TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Until Dispelled
  24 Hours
  V, S, M
  Hallow
  5TH LEVEL EVOCATION
  CLERIC
  Herbs, oils, and incense worth at least 1,000 gp, which 
  the spell consumes).
  MATERIAL COMPONENTS
  Daylight. Bright light fills the area. Magical darkness 
  created by spells of a lower level than the slot you used  
  to cast this spell can’t extinguish the light.
  Energy Protection. Affected creatures in the area have 
  resistance to one damage type of your choice, except for 
  bludgeoning, piercing, or slashing.
  Energy Vulnerability. Affected creatures in the area have 
  vulnerability to one damage type of your choice, except 
  for bludgeoning, piercing, or slashing.
  Everlasting Rest. Dead bodies interred in the area can’t  
  be turned into undead.
  Extradimensional Interference. Affected creatures can’t 
  move or travel using teleportation or by extradimensional 
  or interplanar means.
  Fear. Affected creatures are frightened while in the area.
  Silence. No sound can emanate from within the area,  
  and no sound can reach into it.
  Tongues. Affected creatures can communicate with  
  any other creature in the area, even if they don’t share  
  a common language.
  Choose a creature that you can see within range. The 
  target must succeed on a Wisdom saving throw or be 
  paralyzed for the duration. This spell has no effect 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 additional 
  creature for each slot level above 5th. The creatures must 
  be within 30 feet of each other when you target them.
  Hold Monster
  5TH LEVEL ENCHANTMENT
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  90 Feet
  Concentration, 
  up to 1 minute
  1 Action
  V, S, M
  BARD | SORCERER | WARLOCK | WIZARD
  A small, straight piece of iron.
  MATERIAL COMPONENTS
  
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  ART: SAM ALLEN
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  Legend Lore
  LEVEL 5
  DIVINATION
  INSTANT
  V, S, M
  10 MINS
  SELF
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  ANIMATION: JASON ENGLE
  ART: MENG HER
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  Mass Cure Wounds
  LEVEL 5
  EVOCATION
  INSTANT
  V, S
  1 ACTION
  60'
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  mislead
  LEVEL 5
  ILLUSION
  C. 1 HR
  S
  1 ACTION
  SELF
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  ANIMATION: JASON ENGLE
  ART: SAM ALLEN
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Modify Memory
  LEVEL 5
  ENCHANTMENT
  C. 1 MIN
  V, S
  1 ACTION
  30'
  
  You attempt to reshape another creature’s memories. One creature that you 
  can see must make a Wisdom saving throw. If you are fighting the creature, 
  it has advantage on the saving throw. On a failed save, the target becomes 
  charmed by you for the duration. The charmed target is incapacitated and 
  unaware of its surroundings, though it can still hear you. If it takes any 
  damage or is targeted by another spell, this spell ends, and none of the 
  target’s memories are modified.
  While this charm lasts, you can affect 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 exacting detail, change its 
  memory of the details of the event, or create a memory of some other event.
  You must speak to the target to describe how its memories are affected, and 
  it must be able to understand your language for the modified memories to 
  take root. Its mind fills in any gaps in the details of your description. If the 
  spell ends before you have finished describing the modified memories, the 
  creature’s memory isn’t altered. Otherwise, the modified memories take hold 
  when the spell ends.
  A modified memory doesn’t necessarily affect how a creature behaves, 
  particularly if the memory contradicts the creature’s natural inclinations, 
  alignment, or beliefs. An illogical modified memory, such as implanting  
  a memory of how much the creature enjoyed dousing itself in acid, is  
  dismissed, perhaps as a bad dream. The GM might deem a modified  
  memory too nonsensical to affect a creature in a significant manner.
  A remove curse or greater restoration 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 time in the 
  creature’s past (9th level).
  Modify Memory
  5TH LEVEL ENCHANTMENT
  BARD | WIZARD
  RANGE
  30 Feet
  DURATION
  Concentration,  
  up to 1 minute
  CASTING TIME
  1 Action
  COMPONENTS
  V, S
  Name or describe a person, place, or object. The spell 
  brings to your mind a brief summary of the significant 
  lore about the thing you named. The lore might consist of 
  current tales, forgotten stories, or even secret lore that has 
  never been widely known. If the thing you named isn’t 
  of legendary importance, you gain no information. The 
  more information you already have about the thing, the 
  more precise and detailed the information you receive is.
  The information you learn is accurate but might be 
  couched in figurative language. For example, if you have 
  a mysterious magic axe on hand, the spell might yield this 
  information: “Woe to the evildoer whose hand touches 
  the axe, for even the haft slices the hand of the evil ones. 
  Only a true Child of Stone, lover and beloved of Moradin, 
  may awaken the true powers of the axe, and only with the 
  sacred word Rudnogg on the lips.”
  Legend Lore
  5TH LEVEL DIVINATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  Instantaneous
  10 Minutes
  V, S, M
  BARD | CLERIC | WIZARD
  Incense worth at least 250 gp, which the spell consumes, 
  and four ivory strips worth at least 50 gp each.
  MATERIAL COMPONENTS
  A wave of healing energy washes out from a  
  point of your choice within range. Choose up to  
  six creatures in a 30-foot-radius sphere centered  
  on that point. Each target regains hit points equal 
  to 3d8 + your spellcasting ability modifier. This 
  spell has no effect on undead or constructs.
  At Higher Levels. When you cast this spell using a 
  spell slot of 6th level or higher, the healing increases 
  by 1d8 for each slot level above 5th.
  Mass Cure Wounds
  5TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet 
  (30-Foot-Radius Sphere)
  Instantaneous
  1 Action
  V, S
  BARD | CLERIC | DRUID
  You become invisible at the same time that an illusory 
  double of you appears where you are standing. The 
  double lasts for the duration, but the invisibility ends  
  if you attack or cast a spell. 
  You can use your action to move your illusory double 
  up to twice your speed and make it gesture, speak, and 
  behave in whatever way you choose. 
  You can see through its eyes and hear through its ears as 
  if you were located where it is. On each of your turns as 
  a bonus action, you can switch from using its senses to 
  using your own, or back again. While you are using its 
  senses, you are blinded and deafened in regard to your 
  own surroundings.
  Mislead
  5TH LEVEL ILLUSION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  Concentration, 
  up to 1 hour
  1 Action
  S
  BARD | WIZARD
  
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  Passwall
  LEVEL 5
  TRANSMUTATION
  1 HR
  V, S, M
  1 ACTION
  30'
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  ART: MENG HER
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  Planar Binding
  LEVEL 5
  ABJURATION
  24 HRS
  V, S, M
  1 HR
  60'
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  ART: JONATHAN HIGAREDA
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  Raise Dead
  LEVEL 5
  NECROMANCY
  INSTANT
  V, S, M
  1 HR
  TOUCH
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  ART: MENG HER
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  Reincarnate
  LEVEL 5
  TRANSMUTATION
  INSTANT
  V, S, M
  1 HR
  TOUCH
  
  You touch a dead humanoid or a piece of a dead humanoid. 
  Provided that the creature has been dead no longer than 10 days, 
  the spell forms a new adult body for it and then calls the soul to 
  enter that body. If the target’s soul isn’t free or willing to do so,  
  the spell fails.
  The magic fashions a new body for the creature to inhabit, which 
  likely causes the creature’s race to change. The GM rolls a d100 
  and consults the following table to determine what form the 
  creature takes when restored to life, or the GM 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
  d100
  Race
  47-52
  Gnome, rock
  53-56
  Half-elf
  57-60
  Half-orc
  61-68
  Halfling, lightfoot
  69-76
  Halfling, stout
  77-96
  Human
  97-100
  Tiefling
  The reincarnated creature recalls its former life and experiences. 
  It retains the capabilities it had in its original form, except it 
  exchanges its original race for the new one and changes its racial 
  traits accordingly.
  Reincarnate
  5TH LEVEL TRANSMUTATION
  DRUID
  Rare oils and unguents worth at least 1,000 gp, which the  
  spell consumes.
  MATERIAL COMPONENTS
  RANGE
  Touch
  DURATION
  Instantaneous
  CASTING TIME
  1 Hour
  COMPONENTS
  V, S, M
  A passage appears at a point of your choice that you 
  can see on a wooden, plaster, or stone surface (such as a 
  wall, a ceiling, or a floor) within range, and lasts for the 
  duration. You choose the opening’s dimensions: up to 5 
  feet wide, 8 feet tall, and 20 feet deep. The passage creates 
  no instability in a structure surrounding it.
  When the opening disappears, any creatures or objects 
  still in the passage created by the spell are safely ejected to 
  an unoccupied space nearest to the surface on which you 
  cast the spell.
  Passwall
  5TH LEVEL TRANSMUTATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  1 Hour
  1 Action
  V, S, M
  WIZARD
  A pinch of sesame seeds.
  MATERIAL COMPONENTS
  With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend 
  to your service. The creature must be within range for the entire casting of 
  the spell. (Typically, the creature is first summoned into the center of an 
  inverted magic circle in order to keep it trapped while this spell is cast.)  
  At the completion of the casting, the target must make a Charisma saving 
  throw. On a failed save, it is bound to serve you for the duration. If the 
  creature was summoned or created by another spell, that spell’s duration  
  is extended to match the duration of this spell.
  A bound creature must follow your instructions to the best of its ability.  
  You might command the creature to accompany you on an adventure, to 
  guard a location, or to deliver a message. The creature obeys the letter of  
  your instructions, but if the creature is hostile to you, it strives to twist 
  your words to achieve its own objectives. If the creature carries out your 
  instructions completely before the spell ends, it travels to you to report  
  this fact if you are on the same plane of existence. If you are on a different 
  plane of existence, it returns to the place where you bound it and remains 
  there until the spell ends.
  At Higher Levels. When you cast this spell using a spell slot of a higher  
  level, the duration increases to 10 days with a 6th level slot, 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.
  Planar Binding
  5TH LEVEL ABJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  60 Feet
  24 Hours
  1 Hour
  V, S, M
  BARD | CLERIC | DRUID | WIZARD
  A jewel worth at least 1,000 gp, which the spell consumes.
  MATERIAL COMPONENTS
  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 affected the creature at the time it died. This spell doesn’t, however, 
  remove magical diseases, curses, or similar effects; if these aren’t first 
  removed prior to casting the spell, they take effect 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 automatically fails.
  Coming back from the dead is an ordeal. The target takes a −4 penalty 
  to all attack rolls, saving throws, and ability checks. Every time the 
  target finishes a long rest, the penalty is reduced by 1 until it disappears.
  Raise Dead
  5TH LEVEL NECROMANCY
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Touch
  Instantaneous
  1 Hour
  V, S, M
  BARD | CLERIC | PALADIN
  A diamond worth at least 500 gp, which the spell consumes.
  MATERIAL COMPONENTS
  
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  Scrying
  LEVEL 5
  DIVINATION
  C.10 MINS
  V, S, M
  10 MINS 
  SELF
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  ANIMATION: JASON ENGLE
  ART: MENG HER
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  Seeming
  LEVEL 5
  ILLUSION
  8 HRS
  V, S
  1 ACTION
  30'
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  ART: VINCENT ROCHETTE
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  Telekinesis
  LEVEL 5
  TRANSMUTATION
  C.10 MINS
  V, S
  1 ACTION
  60'
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  ANIMATION: JASON ENGLE
  ART: MENG HER
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  Telepathic Bond
  LEVEL 5
  DIVINATION (R)
  1 HR
  V, S, M
  1 ACTION
  30'
  
  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 duration. 
  Creatures with Intelligence scores of 2 or less aren’t 
  affected by this spell. 
  Until the spell ends, the targets can communicate 
  telepathically through the bond whether or not they 
  have a common language. The communication is 
  possible over any distance, though it can’t extend  
  to other planes of existence.
  Telepathic Bond
  5TH LEVEL DIVINATION (RITUAL)
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  1 Hour
  1 Action
  V, S, M
  WIZARD
  Pieces of eggshell from two different kinds of creatures.
  MATERIAL COMPONENTS
  You can see and hear a particular creature you choose that is on the same 
  plane of existence as you. The target must make a Wisdom saving throw, 
  which is modified by how well you know the target and the sort of physical 
  connection you have to it. If a target knows you’re casting this spell, it can  
  fail the saving throw voluntarily if it wants to be observed.
  Knowledge
  Save Modifier
  Secondhand (you have heard of the target)
  +5
  Firsthand (you have met the target)
   0
  Familiar (you know the target well)
  -5
  Connection
  Save Modifier
  Likeness or picture
  -2
  Possession or garment
  -4
  Body part, lock of hair, bit of nail, or the like
  -10
  On a successful save, the target isn’t affected, and you can’t use this spell 
  against it again for 24 hours. 
  On a failed save, the spell creates an invisible sensor within 10 feet of the 
  target. You can see and hear through the sensor as if you were there. The 
  sensor moves with the target, remaining within 10 feet of it for the duration. 
  A creature that can see invisible objects sees the sensor as a luminous orb 
  about the size of your fist. 
  Instead of targeting a creature, you can choose a location you have seen 
  before as the target of this spell. When you do, the sensor appears at that 
  location and doesn’t move.
  Scrying
  5TH LEVEL DIVINATION
  BARD | CLERIC | DRUID | WARLOCK | WIZARD
  A focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font 
  filled with holy water.
  MATERIAL COMPONENTS
  RANGE
  Self
  DURATION
  Concentration,  
  up to 10 minutes
  CASTING TIME
  10 Minutes 
  COMPONENTS
  V, S, M
  This spell allows you to change the appearance of any number of 
  creatures that you can see within range. You give each target you 
  choose a new, illusory appearance. An unwilling target can make 
  a Charisma saving throw, and if it succeeds, it is unaffected by 
  this spell.
  The spell disguises physical appearance as well 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 duration, 
  unless you use your action to dismiss it sooner.
  The changes wrought by this spell fail to hold up to physical 
  inspection. For example, if you use this spell to add a hat to a 
  creature’s outfit, 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 still in midair.
  A creature can use its action to inspect a target and make an 
  Intelligence (Investigation) check against your spell save DC.  
  If it succeeds, it becomes aware that the target is disguised.
  Seeming
  5TH LEVEL ILLUSION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  30 Feet
  8 Hours
  1 Action
  V, S
  BARD | SORCERER | WIZARD
  You gain the ability to move or manipulate creatures or objects by 
  thought. When you cast the spell, and as your action each round for  
  the duration, you can exert your will on one creature or object that  
  you can see within range, causing the appropriate effect below. You  
  can affect the same target round after round, or choose a new one at 
  any time. If you switch targets, the prior target is no longer affected  
  by the spell.
  Creature. You can try to move a Huge or smaller creature. Make an 
  ability check with your spellcasting ability contested by the creature’s 
  Strength check. If you win the contest, you move the creature up to  
  30 feet in any direction, including upward but not beyond the range of 
  this spell. Until the end of your next turn, the creature is restrained in 
  your telekinetic grip. A creature lifted upward is suspended in mid-air.
  On subsequent rounds, you can use your action to attempt to maintain 
  your telekinetic grip on the creature by repeating the contest.
  Object. You can try to move an object that weighs up to 1,000 pounds. 
  If the object isn’t being worn or carried, you automatically move it up 
  to 30 feet in any direction, but not beyond the range of this spell.
  If the object is worn or carried by a creature, you must make an ability 
  check with your spellcasting ability contested by that creature’s Strength 
  check. If you succeed, you pull the object away from that creature and 
  can move it up to 30 feet in any direction but not beyond the range of 
  this spell.
  You can exert fine control on objects with your telekinetic grip, such  
  as manipulating a simple tool, opening a door or a container, stowing  
  or retrieving an item from an open container, or pouring the contents  
  from a vial.
  Telekinesis
  5TH LEVEL TRANSMUTATION
  SORCERER | WIZARD
  RANGE
  60 Feet
  DURATION
  Concentration,  
  up to 10 minutes
  CASTING TIME
  1 Action
  COMPONENTS
  V, S
  
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: ARIANE PETITCLERC
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Teleportation Circle
  LEVEL 5
  CONJURATION
  1 ROUND
  V, M
  1 MIN
  10'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: VADIM CIOCAZAN
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Tree Stride
  LEVEL 5
  CONJURATION
  C. 1 MIN
  V, S
  1 ACTION
  SELF
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: ERIN NOVACK
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Wall of Force
  LEVEL 5
  EVOCATION
  C.10 MINS
  V, S, M
  1 ACTION
  120'
  THE DECK OF MANY © CARDAMAJIGS.COM 2018
  ANIMATION: JASON ENGLE
  ART: MENG HER
  THE DECK OF MANY © HIT POINT PRESS INC. 2019
  Wall of Stone
  LEVEL 5
  EVOCATION
  C.10 MINS
  V, S, M
  1 ACTION
  120'
  
  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 contiguous with at least  
  one other panel. Alternatively, 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 
  reaction 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 vertical or rest on 
  any firm foundation. It must, however, merge with and be solidly supported 
  by existing 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 
  crenellations, battlements, 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 GM’s discretion.
  If you maintain your concentration on this spell for its whole duration, 
  the wall becomes permanent and can’t be dispelled. Otherwise, the wall 
  disappears when the spell ends.
  Wall of STONE
  5TH LEVEL EVOCATION
  DRUID | SORCERER | WIZARD
  A small block of granite.
  MATERIAL COMPONENTS
  RANGE
  120 Feet
  DURATION
  Concentration,  
  up to 10 minutes
  CASTING TIME
  1 Action
  COMPONENTS
  V, S, M
  As you cast the spell, you draw a 10-foot-diameter circle on the 
  ground inscribed with sigils that link your location to a permanent 
  teleportation 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 until the 
  end of your next turn. Any creature that enters the portal instantly 
  appears within 5 feet of the destination circle or in the nearest 
  unoccupied space if that space is occupied. 
  Many major temples, guilds, and other important places have 
  permanent teleportation circles inscribed somewhere within their 
  confines. Each such circle includes a unique sigil sequence — a  
  string of magical runes arranged in a particular pattern. When you 
  first gain the ability to cast this spell, you learn the sigil sequences  
  for two destinations on the Material Plane, determined by the GM. 
  You can learn additional sigil sequences during your adventures.  
  You can commit a new sigil sequence to memory after studying  
  it for 1 minute. 
  You can create a permanent teleportation circle by casting this spell  
  in the same location every day for one year. You need not use the 
  circle to teleport when you cast the spell in this way.
  Teleportation Circle
  5TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  10 Feet
  1 Round
  1 Minute 
  V, M
  BARD | SORCERER | WIZARD
  Rare chalks and inks infused with precious gems with 50 gp, which 
  the spell consumes.
  MATERIAL COMPONENTS
  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 location 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 destination tree, using another 
  5 feet of movement. If you have no movement left, you 
  appear within 5 feet of the tree you entered. 
  You can use this transportation ability once per round  
  for the duration. You must end each turn outside a tree.
  Tree Stride
  5TH LEVEL CONJURATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  Self
  Concentration,  
  up to 1 minute
  1 Action 
  V, S
  DRUID | RANGER
  An invisible wall of force springs into existence at a point 
  you choose within range. The wall appears in any orientation 
  you choose, as a horizontal or vertical barrier or at an angle. 
  It can be free floating or resting 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 flat surface made 
  up of ten 10-foot-by-10-foot panels. Each panel must be 
  contiguous with another panel. In any form, the wall is 1/4 
  inch thick. It lasts for the duration. 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 Force
  5TH LEVEL EVOCATION
  RANGE
  DURATION
  CASTING TIME
  COMPONENTS
  120 Feet 
  Concentration,  
  up to 10 minutes
  1 Action 
  V, S, M
  WIZARD
  A pinch of powder made by crushing a clear gemstone.
  MATERIAL COMPONENTS
  
  LICENCE
  The terms of the Open Gaming License Version 1.0a 
  are as follows: 
  OPEN GAME LICENSE Version 1.0a 
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  15. COPYRIGHT NOTICE Open Game License v 1.0a 
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  System Reference Document 5.1 Copyright 2016, 
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  END OF LICENSE
  PRODUCT IDENTITY
  The  following  items  are  designated  Product  Identi-
  ty, as  defined  in  Section  1(e)  of  the  Open  Gaming  
  License Version  1.0a  and  are  subject  to  the  condi-
  tions  set  forth in  Section  7  of  the  Open  Gaming  
  Licence,  and  are  not Open  Content:
   
  All  artwork,  including  but  not  limited  to,  works  
  created  by Mimi Chiu, Sam Allen, Meng Her,Matei 
  Monoranu, Étienne Gagnon, Karl Pajak, Vincent Ro-
  chette, Wylder Tomlinson, James, Frio, Ariane Petit-
  clerc, Johnathan Higareda, Felipe Almeida, Hugo 
  Blendl, Pegbarians, Vadim Ciocazan, Fer Lozada, Erin 
  Novack
   
  Hit Point Press Inc.  branding,  including  but  not  lim-
  ited  to, logos,  trademarks,  graphic  design,  layouts  
  and  identifying  marks,
   
  The  Deck  of  Many  branding,  including  but  not  
  limited  to  logos,  trademarks,  graphic  design,  lay-
  outs  and identifying  marks,
   
  The Deck of Many Animated Spells  branding,  includ-
  ing  but  not  limited  to, logos,  trademarks,  graphic  
  design,  layouts  and  identifying  marks,
   
  Graphic  design  elements  of  the  Deck  of  Many,  
  including  but  not  limited  to,  layouts,  box  design,  
  graphics, and  iconography,
   
  All  text  created  by  Hit Point Press Inc.  not  found  
  in  the Open  Gaming  License  Version  1.0a,  System  
  Reference Document  5.1  found  at  the  internet  link  
  http://media.wizards.com/2016/downloads/DND/SRD-
  OGL_V5.1.pdf, 
   
  Promotional  materials  for  the  Deck  of  Many,  in-
  cluding but  not  limited  to,  video,  animation,  and  
  social  media  content, 
   
  All  merchandise  associated  with  the  Deck  of  
  Many, including  but  not  limited  to,  enamel  pins, 
  deck boxes, books, figurines, card  names,  statistics,  
  abilities,  spells,  and  all information  found  on  all  
  cards.
   
  OPEN GAMING CONTENT
  All content from the System Reference Document 5.1 
  is Open Game Content as described in Section 1(d) of 
  the License.  No portion of this work other than the 
  material designated as Open Game Content may be 
  reproduced in any form without permission.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Deck of Many/Deck of Many - Animated Spells Master V.02 [Mar 2019]/AnimatedSpellsLevel5/tdomAnimatedSpells-level5-PNP.pdf