Shaman Spells
Cantrips
Animate SkullCompendium of Forgotten Secrets - Awakening
Animate Skull
0-level (Cantrip) Necromancy
Blade Ward
PHB
Blade Ward
0-level (Cantrip) Abjuration
Burn
Kibbles' Casting Compendium
Burn
0-level (Cantrip) Transmutation
Chill Touch
PHB
Chill Touch
0-level (Cantrip) Necromancy
Control Flames
XGtE
Control Flames
0-level (Cantrip) Transmutation
- You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
- You instantaneously extinguish the flames within the cube.
- You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
- You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.
Create Bonfire
XGtE
Create Bonfire
0-level (Cantrip) Conjuration
Gust
XGtE
Gust
0-level (Cantrip) Transmutation
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
- You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage
- You create a .harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Lightning Surge
Valda's Spire of Secrets
Lightning Surge
0-level (Cantrip) Evocation
Magic Stone
Elemental Evil Player's Companion
Magic Stone
0-level (Cantrip) Transmutation
Ritual - does not require spell slot, takes 10 minutes longerMold Earth
XGtE
Mold Earth
0-level (Cantrip) Transmutation
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
Otherworldly Grasp
Otherworldly Grasp
0-level (Cantrip) Necromancy
Poison Spray
PHB
Poison Spray
0-level (Cantrip) Conjuration
Produce Flame
PHB
Produce Flame
0-level (Cantrip) Conjuration
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
Primal Savagery
XGtE
Primal Savagery
0-level (Cantrip) Transmutation
Seance
Seance
0-level (Cantrip) Transmutation
- You create an instantaneous, harmless sensory effect, such as a flickering azure flame, an unnaturally chill breeze, rhythmic chanting, or the smell of incense.
- A minor spirit briefly appears and fades away.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- A mote or iridescent light points to the closest place of spiritual power, recent death, or new birth.
- Ley lines within range briefly reveal themselves as they flicker with otherworldly light.
Shadowthorn
Compendium of Forgotten Secrets - Awakening
Shadowthorn
0-level (Cantrip) Conjuration
Shape Water
XGtE
Shape Water
0-level (Cantrip) Transmutation
- You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
- You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
- You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
- You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.
Shillelagh
PHB
Shillelagh
0-level (Cantrip) Transmutation
Spare the Dying
PHB
Spare the Dying
0-level (Cantrip) Necromancy
Springheel
Valda's Spire of Secrets
Springheel
0-level (Cantrip) Transmutation
Thaumaturgy
PHB
Thaumaturgy
0-level (Cantrip) Transmutation
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
Thorn Whip
PHB
Thorn Whip
0-level (Cantrip) Transmutation
Thunderclap
XGtE
Thunderclap
0-level (Cantrip) Evocation
Toll the Dead
XGtE
Toll the Dead
0-level (Cantrip) Necromancy
Windborne Weapon
Kibbles' Casting Compendium
Windborne Weapon
0-level (Cantrip) Transmutation
1st Level
Animal FriendshipPHB
Animal Friendship
1-level Enchantment
Armor of Agathy
PHB
Armor of Agathys
1-level Abjuration
Bane
PHB
Bane
1-level Enchantment
Beast Bond
XGtE
Beast Bond
1-level Divination
Cause Fear
XGtE
Cause Fear
1-level Necromancy
Caustic Brew
TCoE
Caustic Brew
1-level Evocation
Ceremony
XGtE
Ceremony
1-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerAtonement: You touch one willing creature whose alignment has changed, and you make a DC 20 Wisdom (Insight) check. On a successful check, you restore the target to its original alignment.
Bless Water: You touch one vial of water and cause it to become holy water. Coming of Age: You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. A creature can benefit from this rite only once. Dedication: You touch one humanoid who wishes to be dedicated to your god’s service. For the next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number rolled to the save. A creature can benefit from this rite only once. Funeral Rite: You touch one corpse, and for the next 7 days, the target can’t become undead by any means short of a wish spell. Wedding: You touch adult humanoids willing to be bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Corruption
Compendium of Forgotten Secrets - Awakening
Corruption
1-level Necromancy
Cure Wounds
PHB
Cure Wounds
1-level Evocation
Detect Evil and Good
PHB
Detect Evil and Good
1-level Divination
Detect Poison and Disease (ritual)
PHB
Detect Poison and Disease
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerDissonant Whispers
Dissonant Whispers
1-level Enchantment
Entangle
PHB
Entangle
1-level Conjuration
Expeditious Retreat
PHB
Expeditious Retreat
1-level Transmutation
False Life
PHB
False Life
1-level Necromancy
Find Familiar (ritual)
PHB
Find Familiar
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerYour familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one familiar at a time. 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 reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Ghastly Flight
laserllama
Ghastly Flight
1-level Conjuration
Heroism
PHB
Heroism
1-level Enchantment
Hex
PHB
Hex
1-level Enchantment
Inflict Pain
Dark Arts Player's Companion
Inflict Pain
0-level (Cantrip) Necromancy
Inflict Wounds
PHB
Inflict Wounds
1-level Necromancy
Longstrider
PHB
Longstrider
1-level Transmutation
Mend Flesh
Compendium of Forgotten Secrets - Awakening
Mend Flesh
1-level Transmutation
Protection from Evil and Good
PHB
Protection from Evil and Good
1-level Abjuration
Purify Food and Drink
PHB
Purify Food and Drink
1-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerRotting Curse
Rotting Curse
1-level Necromancy
Sanctuary
PHB
Sanctuary
1-level Abjuration
Shrill Whistle
Compendium of Forgotten Secrets - Awakening
Shrill Whistle
1-level Evocation
Sleep
PHB
Sleep
1-level Enchantment
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected by this spell.
Speak with Animals (ritual)
PHB
Speak with Animals
1-level Divination
Stone Fist
Stone Fist
1-level Transmutation
Thunderwave
PHB
Thunderwave
1-level Evocation
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
Witch Bolt
PHB
Witch Bolt
1-level Evocation
2nd Level
AberateValda's Spire of Secrets
Aberate
2-level Transmutation
Aid
PHB
Aid
2-level Abjuration
Alter Self
PHB
Alter Self
2-level Transmutation
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Augury
PHB
Augury
2-level Divination
Ritual - does not require spell slot, takes 10 minutes longer- 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
Barkskin
PHB
Barkskin
2-level Transmutation
Become Fire
Valda's Spire of Secrets
Become Fire
2-level Transmutation
- You are resistant to fire damage and to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can move through the space of other creatures and ignore difficult terrain. The first time you enter the space of another creature, it takes 1d6 fire damage.
- Once during your turn when you roll fire damage, you can maximize the value of one die of fire damage.
Become Stone
KibblesTasty
Become Stone
2-level Transmutation
Become Water
KibblesTasty
Become Water
2-level Transmutation
- You are resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks.
- You can move through the space of other creatures and ignore difficult terrain; the first time you move through a Large or smaller creature on a turn, it must pass a Strength saving throw or be knocked prone.
Become Wind
KibblesTasty
Become Wind
2-level Transmutation
Blur
PHB
Blur
2-level Illusion
Continual Flame
PHB
Continual Flame
2-level Evocation
Crackle
KibblesTasty
Crackle
2-level Evocation
Darkness
PHB
Darkness
2-level Evocation
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.
Dissociative Edge
Compendium of Forgotten Secrets - Awakening
Dissociative Edge
2-level Transmutation
Dust Devil
XGtE
Dust Devil
2-level Conjuration
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
Earthbind
XGtE
Earthbind
2-level Transmutation
Enhance Ability
PHB
Enhance Ability
2-level Transmutation
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
Flame Blade
PHB
Flame Blade
2-level Evocation
You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Flock of Familiars
LLoK
Flock of Familiars
2-level Conjuration
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you.
When you cast a spell with a range of touch, one of the familiars conjured by this spell can deliver the spell, as normal. However, you can cast a touch spell through only one familiar per turn.
Gentle Repose
PHB
Gentle Repose
2-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerThe spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as raise dead.
Gust of Wind
PHB
Gust of Wind
2-level Evocation
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 extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Heartripper
Compendium of Forgotten Secrets - Awakening
Heartripper
2-level Necromancy
Heat Metal
PHB
Heat Metal
2-level Transmutation
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
Locate Animals or Plants (ritual)
PHB
Locate Animals or Plants
2-level Divination
Ritual - does not require spell slot, takes 10 minutes longerMisty Step
PHB
Misty Step
2-level Conjuration
Moonbeam
PHB
Moonbeam
2-level Evocation
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution 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 different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.
Pass Without Trace
PHB
Pass without Trace
2-level Abjuration
Petal Storm
Petal Storm
2-level Conjuration
Protection from Poison
PHB
Protection from Poison
2-level Abjuration
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Protect Threshold
Valda's Spire of Secrets
Protect Threshold
2-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerSkyward Rise
Compendium of Forgotten Secrets - Awakening
Skyward Rise
2-level Evocation
Spike Growth
PHB
Spike Growth
2-level Transmutation
The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.
Totemic Cowl
laserllama
Totemic Cowl
2-level Abjuration
Vacuum Pull
Kibbles' Casting Compendium
Vacuum Pull
2-level Evocation
Warding Wind
XGtE
Warding Wind
2-level Evocation
The wind has the following effects:
- It deafens you and other creatures in its area.
- It extnguishes unprotected flames in its area that are torch-sized or smaller.
- It hedges out vapor, gas, and fog that can be dispersed by strong wind.
- The area is difficult terrain for creatures other than you.
- The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Wither and Bloom
Strixhaven
Wither and Bloom
2-level Necromancy
In addition, one creature of your choice in that area can spend and roll one of its unspent Hit Dice and regain a number of hit points equal to the roll plus your spellcasting ability modifier.
3rd Level
ClairvoyancePHB
Clairvoyance
3-level Divination
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. As your action, you can switch between seeing and hearing.
A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
Crushing Tide
Compendium of Forgotten Secrets - Awakening
Crushing Tide
3-level Abjuration
Daylight
PHB
Daylight
3-level Evocation
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 affected 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.
Dire Wail
laserllama
Dire Wail
3-level Necromancy
Dispel Magic
PHB
Dispel Magic
3-level Abjuration
Elemental Weapon
PHB
Elemental Weapon
3-level Transmutation
Feign Death
PHB
Feign Death
3-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerFor the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection 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 effect, the disease and poison have no effect until the spell ends.
Gaseous Form
PHB
Gaseous Form
3-level Transmutation
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
Haste
PHB
Haste
3-level Transmutation
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Meld into Stone
PHB
Meld into Stone
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerWhile merged with the stone, you can't see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can't move.
Minor physical damage to the stone doesn't harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.
Nondetection
PHB
Nondetection
3-level Abjuration
Plant Growth
PHB
Plant Growth
3-level Transmutation
If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves.
You can exclude one or more areas of any size within the spell's area from being affected.
If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested.
Protection from Energy
PHB
Protection from Energy
3-level Abjuration
Remove Curse
PHB
Remove Curse
3-level Abjuration
Serpent's Bite
Compendium of Forgotten Secrets - Awakening
Serpent's Bite
3-level Transmutation
Shadow Toxin
Compendium of Forgotten Secrets - Awakening
Shadow Toxin
3-level Necromancy
Sleet Storm
PHB
Sleet Storm
3-level Evocation
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.
Slow
PHB
Slow
3-level Transmutation
An affected target's speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.
Speak with Dead
PHB
Speak with Dead
3-level Necromancy
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Spectral Passage
Compendium of Forgotten Secrets - Awakening
Spectral Passage
3-level Transmutation
Spirit Guardians
PHB
Spirit Guardians
3-level Conjuration
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.
Spirit Shroud
TCoE
Spirit Shroud
3-level Necromancy
Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can’t regain hit points until the start of your next turn.
In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.
Thunder Step
XGtE
Thunder Step
3-level Conjuration
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport 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, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind.
Tidal Wave
XGtE
Tidal Wave
3-level Conjuration
Sphere of Safety
PHB
Tiny Hut
3-level Evocation
Ritual - does not require spell slot, takes 10 minutes longerNine creatures of Medium size or smaller can fit 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 effects 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.
Until 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.
Wall of Sand
XGtE
Wall of Sand
3-level Evocation
Wall of Water
XGtE
Wall of Water
3-level Evocation
Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Wind Wall
PHB
Wind Wall
3-level Evocation
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 flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.
4th Level
Ashen PackCompendium of Forgotten Secrets - Awakening
Ashen Pack
4-level Conjuration
Banishment
PHB
Banishment
4-level Abjuration
If the target is native 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 until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different 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 left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
Bloodthorn
Compendium of Forgotten Secrets - Awakening
Bloodthorn
4-level Necromancy
Cage of Briars
Compendium of Forgotten Secrets - Awakening
Cage of Briars
4-level Conjuration
Control Water
PHB
Control Water
4-level Transmutation
Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water: You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Divination
PHB
Divination
4-level Divination
Ritual - does not require spell slot, takes 10 minutes longerThe spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
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 a random reading. The GM makes this roll in secret.
Elemental Bane
XGtE
Elemental Bane
4-level Transmutation
Faithful Hound
PHB
Faithful Hound
4-level Conjuration
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 first 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 attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.
Fire Shield
PHB
Fire Shield
4-level Evocation
The flames 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 fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
Freedom of Movement
PHB
Freedom of Movement
4-level Abjuration
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.
Giant Insect
PHB
Giant Insect
4-level Transmutation
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.
A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.
The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.
Grasping Vine
PHB
Grasping Vine
4-level Conjuration
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
Guardian of Nature
XGtE
Guardian of Nature
4-level Transmutation
Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
- Your walking speed increases by 10 feet.
- You gain darkvision with a range of 120 feet.
- You make Strength-based attack rolls with advantage.
- Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
- You gain 10 temporary hit points.
- You make Constitution saving throws with advantage.
- You make Dexterity- and Wisdom-based attack rolls with advantage.
- While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.
Ice Storm
PHB
Ice Storm
4-level Evocation
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
Shadow of Moil
XGtE
Shadow of Moil
4-level Necromancy
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.
Sickening Radiance
XGtE
Sickening Radiance
4-level Evocation
When a creature moves into the spell's area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, suffer one level of exhaustion, and emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Stoneskin
PHB
Stoneskin
4-level Abjuration
Watery Sphere
XGtE
Watery Sphere
4-level Conjuration
Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.
The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.
5th Level
Antilife ShellPHB
Antilife Shell
5-level Abjuration
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.
Awaken
PHB
Awaken
5-level Transmutation
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.
Cloudkill
PHB
Cloudkill
5-level Conjuration
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.
Commune with Nature
PHB
Commune with Nature
5-level Divination
Ritual - does not require spell slot, takes 10 minutes longerYou 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
Dawn
XGtE
Dawn
5-level Evocation
When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder.
If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn.
Dispel Evil and Good
PHB
Dispel Evil and Good
5-level Abjuration
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.
Dream
PHB
Dream
5-level Illusion
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.
Far Step
XGtE
Far Step
5-level Conjuration
Freedom of the Winds
TCSR
Freedom of the Winds
5-level Abjuration
When you are targeted by a spell or attack while this spell is in effect, you can use a reaction to teleport up to 60 feet to an unoccupied space you can see. If this movement takes you out of range of the triggering spell or attack, you are unaffected by it. This spell then ends when you reappear.
Maelstrom
XGtE
Maelstrom
5-level Evocation
Planar Binding
PHB
Planar Binding
5-level Abjuration
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.
Reincarnate
PHB
Reincarnate
5-level Transmutation
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 |
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 |
Scrying
PHB
Scrying
5-level Divination
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 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.
Skill Empowerment
XGtE
Skill Empowerment
5-level Transmutation
You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
Spiritual Sundering
laserllama
Spiritual Sundering
5-level Enchantment
Wrath of Nature
XGtE
Wrath of Nature
5-level Evocation
Grasses and Undergrowth: Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
Trees: At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
Roots and Vines: At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
Rocks: As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.