# Spells IV
###### tags: `spells`, `E5E`
[toc]
### Aura of Invisibility
_3rd-level illusion_
**Casting Time:** 1 action
**Range:** Self **Duration:** 1 hour
An aura of invisibility surrounds you to a distance of 10 feet. You and the creatures you designate in the area become invisible for 1 hour. The spell ends for an affected creature that attacks, casts a spell that affects an enemy creature, or moves more than 10 feet away from you. The spell ends for all affected creatures if you attack or cast a spell that affects an enemy creature, or if you use your action to end it.
**Material Components:** An eyelash encased in a bit of gum arabic.
### Aura of Life
_4th-level abjuration_
**Casting Time:** 1 action
**Range:** Self
**Duration:** Concentration, up to 10 minutes
The power of life radiates out from you, protecting friendly creatures within 25 feet of you from death’s hold. For the duration, each friendly creature in the area, including you, has resistance to necrotic damage, and its hit point maximum can’t be reduced. In addition, whenever a friendly creature with 0 hit points starts its turn in the area, it regains 1 hit point.
### Aura of Purity
_4th-level abjuration_
**Casting Time:** 1 action **Range:** Self
**Duration:** Concentration, up to 10 minutes
Holy energy radiates out from you, protecting friendly creatures within 25 feet of you from bodily corruption. For the duration, each friendly creature in the area, including you, cannot become diseased, has resistance to poison damage, and has advantage on all saving throws against harmful conditions.
### Aura of Vitality
_3rd-level evocation_
**Casting Time:** 1 action **Range:** Self
**Duration:** Concentration, up to 1 minute
Healing power links you to friendly creatures within 10 feet of you, and with each strike you land on a foe, your allies receive a surge of vitality. For the duration, once on each of your turns when you deal damage to a hostile creature, each friendly creature in the area, including you, regains 1d6 hit points.
Conjure Barrage
_3rd-level conjuration_
**Casting Time:** 1 action **Range:** Self
**Duration:** Instantaneous
You throw a weapon or fire a piece of ammunition into the air to create a cone of identical weapons that barrage your enemies. Each creature in a 60-foot cone must succeed on a Dexterity saving throw or take 3d8 damage (half damage on a successful save). The damage type is the same as that of the weapon or ammunition used as a component.
**Material Components:** One piece of ammunition or a thrown weapon. If you use a thrown weapon, it is not consumed when you cast the spell.
### Conjure Volley
_5th-level conjuration_
**Casting Time:** 1 action **Range:** 100 feet
**Duration:** Instantaneous
You fire a piece of ammunition from a ranged weapon into the air, and choose a point within range. Hundreds of duplicates of the piece of ammunition fall in a massive volley from above. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 8d8 damage on a failed save, and half as much damage on a successful one. The damage type is the same as that of the ammunition used as a component.
**Material Components:** One piece of ammunition for a ranged weapon.
### Contact Other Plane
_5th-level divination (ritual)_
**Casting Time:** 1 minute **Range:** Self
**Duration:** 1 minute
You mentally contact a demigod, the spirit of a long-dead sage, or some other, mysterious entity from another plane. You can ask it up to five questions that can be answered with a single word. You must ask your questions before the spell ends.
The DM 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 DM might instead offer a short phrase as an answer.
Contacting this extraplanar intelligence can strain or even break your mind. When you receive the answer to each question, make an Intelligence or a Charisma check (your choice). The DC for the first question is 5, and the DC increases by 5 for each subsequent question. If you fail the check, you take 6d6 psychic damage, the spell ends, and you can’t cast spells until you complete a long rest.
### Cordon of Arrows
_2nd-level transmutation_
**Casting Time:** 1 action
**Range:** 5 feet
**Duration:** 1 minute
You plant four arrows or crossbow bolts in the ground around you while laying a spell upon them to protect you. Until the spell ends, each time a creature moves to within 5 feet of you, one of the bolts or arrows flies up to strike at it and is then destroyed. The creature must make a Dexterity saving throw or take 1d6 piercing damage. When no bolts or arrows remain, the spell ends.
_At Higher Levels:_ When you cast this spell using a spell slot of 3rd level or higher, the number of bolts or arrows increases by one for each level above 2nd.
**Material Components:** Four or more arrows or bolts.
### Create Food and Water
_3rd-level conjuration_
**Casting Time:** 1 action
**Range:** 25 feet
**Duration:** Instantaneous
You create 30 pounds of food and 20 gallons of water within range, enough to sustain up to ten humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and does not go bad.
### Create or Destroy Water
_1st-level transmutation_
**Casting Time:** 1 action
**Range:** 25 feet **Duration:** Instantaneous
You either create or destroy water.
_Create Water:_ You create up to 2 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 25-foot cube within range, extinguishing exposed flames in the area.
The spell produces enough clean, drinkable water to sustain one Small or Medium creature for 24 hours.
_Destroy Water:_ You destroy up to 2 gallons of water in an open container within range. Alternatively, you destroy fog in a 25-foot cube within range.
_At Higher Levels:_ When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 2 additional gallons of water for each level above 1st.
**Material Components:** A drop of water if creating water or a few grains of sand if destroying it.
Damning Smite
_5th-level abjuration_
**Casting Time:** Swift
**Range:** Self
**Duration:** 1 minute
You can cast this spell when you hit with a melee weapon attack on your turn. Your weapon crackles with purifying flame, and the attack deals 5d10 extra fire damage to the target. Additionally, if this attack reduces the creature to 50 hit points or fewer, the creature is banished to a location of the Dungeon Master’s choosing in the Nine Hells.
Demand
_1st-level enchantment_
**Casting Time:** 1 action
**Range:** 25 feet **Duration:** 1 minute
One creature you choose within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and it cannot willingly move more than 25 feet away from you. If you attack any other creature, or if you end your turn more than 25 feet away from the target, the spell ends.
Destruction
_7th-level necromancy_
**Casting Time:** 1 action
**Range:** 50 feet **Duration:** Instantaneous
Choose a creature within range that you can see. The target must make a Constitution saving throw as your words threaten to unmake its very existence. The target takes 15d6 necrotic damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it dies, and the spell consumes its remains utterly, leaving behind only clothing and other possessions. A creature killed by this spell cannot be restored to life by any means short of a _true resurrection_ or a _wish_ spell_._
**Material Components:** You must have a silver holy symbol worth at least 500 gp, which is not consumed when you cast the spell.
Detect Good and Evil
_1st-level divination (ritual)_
**Casting Time:** 1 action
**Range:** Self
**Duration:** Concentration, up to 10 minutes
For the duration, you detect the presence of any celestial, fiend, or undead creature within 25 feet of you, and such creatures cannot become hidden from you. Within the same radius, you detect the presence of any place or object that has been consecrated or desecrated by magic.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detect Magic
_1st-level divination (ritual)_
**Casting Time:** 1 action
**Range:** Self
**Duration:** Concentration, up to 10 minutes
For the duration, you sense the presence of magic within 25 feet of you. If you sense magic, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Detect Poison and Disease
_1st-level divination (ritual)_
**Casting Time:** 1 action
**Range:** Self
**Duration:** Concentration, up to 10 minutes
For the duration, if there is poison, a poisonous creature, or a disease within 25 feet of you, you know it, where the poison or disease is, and what kind of poison, poisonous creature, or disease is present.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Dominate Beast
_4th-level enchantment_
**Casting Time:** 1 action
**Range:** 50 feet
**Duration:** 1 hour
Choose a beast within range that you can see. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or your companions are fighting it, it has advantage on the saving throw. The charmed target can't take reactions, and you have a telepathic link with it while the two of you are on the same plane of existence.
Through the link, you choose the target's actions and where it moves by commanding it telepathically. Doing so requires no action on your part, but you must be able to take actions. If you give the target no commands, it does nothing other than what it needs to survive, such as moving away from a threat.
The target can communicate simple concepts to you through the telepathic link, and you can use your action to gain an awareness of the target’s surroundings until the start of your next turn, as interpreted by the target's senses.
The target makes a new saving throw against the spell if you or your companions do anything harmful to it.
Find Familiar
_1st-level conjuration (ritual)_
**Casting Time:** 1 day
**Range:** Self
**Duration:** Permanent
**Dex** 12 (+1) **Con** 6 (-2)
**Wis** 10 (+0) **Cha** 2 (-4)
You gain the service of a familiar, a spirit that takes an animal form you choose. The familiar has the following statistics.
Familiar
**Tiny Celestial, Fey, or Fiend**
**Armor Class** 12
**Hit Points** 10 + 2 hp for each of your levels beyond 3rd **Speed** 20 ft.
**Str** 2 (-4)
**Int** 2 (-4)
T RAITS
**Familiar:** When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. The familiar cannot reappear until you recall it by performing a minor ritual during a short rest.
Traits by Type
**Bat:** Cannot be blinded; has darkvision with a range of 20 feet; has a speed of 5 feet and a fly speed of 20 feet.
**Cat:** Gains a +5 bonus to Dexterity (Stealth) checks; subtracts 20 feet from any fall when determining falling damage against it.
**Hawk:** Has a speed of 5 feet and a fly speed of 30 feet.
**Owl:** Has darkvision with a range of 40 feet; has a speed of 5 feet and a fly speed of 25 feet.
**Rat:** Gains a +5 bonus to all Strength checks to climb and a +5 bonus to Dexterity (Stealth) checks.
**Raven:** Has a speed of 5 feet and a fly speed of 25 feet; can mimic simple sounds (such as a person whispering, a baby crying, or a small animal chittering).
**Snake:** Gains a 5 bonus to Dexterity (Stealth) checks, and a 5 bonus when rolling its initiative.
**Toad:** Can jump up to 10 feet.
**Weasel:** Gains a +5 bonus to all Strength checks to climb and a 5 bonus to Dexterity (Stealth) checks.
Your 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 cannot make attacks.
While you are within 100 feet of your familiar, 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.
Finally, while within 100 feet of your familiar, you can have it deliver a spell on your turn that requires touching a creature. The familiar touches the creature on your behalf, provided nothing is preventing it from taking actions. If the spell requires an attack roll, you use your attack modifier for the roll.
You can release the familiar at any time. Doing so ends the effect. You cannot have more than one familiar at a time.
**Material Components:** A brass brazier, charcoal, and incense and herbs worth 100 gp. The brazier is not consumed when you cast the spell.
Goodberry
_1st-level transmutation_
**Casting Time:** 1 action
**Range:** Touch
**Duration:** 24 hours
Up to ten berries in your hand are infused with life-giving magic for the duration. A creature can use its action to eat one berry or feed it to someone else. Eating a berry restores 1 hit point, and the berry provides the same nourishment as a meal.
Grasping Vine
_4th-level conjuration_
**Casting Time:** 1 action
**Range:** 25 feet
**Duration:** 1 minute
You conjure a vine that sprouts from the ground at a point you designate within range. When you cast this spell, you can direct the vine to lash out at a creature within 25 feet of it. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Once on each of your turns for the duration, as a part of your move or your action, you can direct the vine to lash out at the same creature or another one.
Greater Restoration
_7th-level abjuration_
**Casting Time:** 1 action
**Range:** Touch
**Duration:** Instantaneous
You imbue a creature you touch with positive energy to undo any debilitating effects it suffers. Choose one of the following effects.
_Break Enchantment:_ End one effect causing the target to be charmed.
_Lift Curse:_ End one curse on the target. This benefit can break the target’s attunement to one cursed magic item.
_Restore Ability:_ Return any of the target’s reduced ability scores to their normal values.
_Restore Hit Point Maximum:_ End any effect that reduces the target's hit point maximum.
_Stone to Flesh:_ Restore a creature turned to stone or some other inorganic material back to its original form.
**Material Components:** Diamond dust worth at least 100 gp.
Guardian of Faith
_4th-level conjuration_
**Casting Time:** 1 action
**Range:** 25 feet
**Duration:** 4 hours
Choose a point within range. A Large spectral guardian appears and hovers there for the duration. The ghostly guardian is indistinct except for a radiant sword and a gleaming shield emblazoned with the symbol of your deity. Creatures you designate when you cast the spell are not affected by the guardian.
Any other creature that enters the area within 10 feet of the guardian must succeed on a Dexterity saving throw or take 15 radiant damage (half damage on a successful save). The guardian vanishes when it has dealt a total of 60 damage.
Guidance
_Divination cantrip_
**Casting Time:** 1 action
**Range:** Touch
**Duration:** 1 minute
You touch one willing creature not affected by this spell, calling upon the gods for aid. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It may choose to roll the die before or after rolling the ability check. The spell then ends.
The spell ends early if you cast it again before the duration has passed.
Hail of Thorns
_1st-level conjuration_
**Casting Time:** Swift **Range:** Self
**Duration:** Instantaneous
You can cast this spell when you make a ranged weapon attack on your turn. This spell creates a rain of long, sharp thorns to sprout from your ranged weapon or ammunition, falling upon your enemies. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw or take 1d10 piercing damage (half damage on a successful save).
_At Higher Levels:_ If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10.
Harm
_6th-level necromancy_
**Casting Time:** 1 action **Range:** 50 feet
**Duration:** 1 hour
Choose a creature within range that you can see. You unleash a virulent disease that runs rampant through the creature's body, leaving it with significant injuries. Roll 14d6.
If the target has fewer hit points than the total you rolled, its hit point maximum becomes 1 for the duration.
If the target’s hit points are equal to or greater than the total you rolled, it must make a Constitution saving throw. On a failed save, it takes necrotic damage equal to the total you rolled, and on a successful one, it takes half as much damage. The damage cannot reduce the target’s hit points below 1.
This spell has no effect upon undead or constructs.
Haste
_3rd-level transmutation_
**Casting Time:** 1 action
**Range:** 25 feet
**Duration:** Concentration, up to 1 minute
Choose a willing creature within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional, hasted action on each of its turns.
The hasted action can be used only to cast a cantrip, make a single attack, disengage, or hustle.
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.
**Material Components:** A shaving of licorice root.
Holy Accord
_2nd-level enchantment_
**Casting Time:** 1 action **Range:** Self
**Duration:** Concentration, up to 10 minutes
An aura of harmony radiates from you, facilitating communication in a 25-foot radius. For the duration, each creature in the area that can speak, including you, can understand the speech of any other creature in the area, regardless of what language is spoken.
Hunter's Veil
_2nd-level transmutation_
**Casting Time:** 1 action
**Range:** 25 feet
**Duration:** 1 hour
A veil of shadows and silence radiates from you, masking you and your companions within 25 feet of you from detection. For the duration, each friendly creature in the area, including you, has a + 10 bonus to Dexterity (Stealth) checks and cannot be tracked except by magical means.
### Mordenkainen's Sword
_7th-level evocation_
**Casting Time:** 1 action **Range:** 50 feet **Duration:** 1 minute
You create a sword-shaped plane of force that hovers within range. It lasts for the duration or until you cast this spell again.
When the sword appears, it makes a melee attack against a target of your choice within 5 feet of it. The attack roll has a bonus equal to your magic ability modifier + your spellcasting bonus, if any. On a hit, the target takes 7d10 force damage.
Once on each of your subsequent turns, you can direct the sword to move up to 20 feet and repeat the attack against a target of your choice within 5 feet of it. Directing the sword requires no action, but you must be able to take actions.
This spell was invented by the famed archmage Mordenkainen, a native of the world of Greyhawk, though it has since spread throughout the multiverse.
**Requirement:** You must have a miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct and is not consumed when you cast the spell.
### Prayer
_3rd-level conjuration_
**Casting Time:** Swift
**Range:** 25 feet
**Duration:** Concentration, up to 1 minute
Choose any number of creatures within range. Until the spell ends, each target gains the blessing of the gods, manifested in a +1 bonus to AC, attack rolls, weapon damage rolls, ability checks, and saving throws.
### Protection from Evil
_1st-level abjuration_
**Casting Time:** 1 action **Range:** touch
**Duration:** 10 minutes
You touch a willing creature. Until the spell ends, the target is protected against certain types of evil creatures: elementals, fey, fiends, and undead.
The protection grants several benefits: Evil creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
**Material Components:** Holy water or powdered silver and iron sprinkled over and around the target
Read Magic
_Divination cantrip_
**Casting Time:** 1 action
**Range:** 10 feet **Duration:** 10 minutes
Choose an object within range. For the duration, you can decipher magical writing on that object that would otherwise be unintelligible, including a spell from someone else’s spellbook, a spell on a scroll, mystical runes on a magic item, or a magic glyph. Deciphering this writing neither activates its magic nor identifies any magical properties it might possess.
Once a particular magical inscription is deciphered with this spell, the inscription continues to be intelligible to you after the spell’s duration.
**Material Components:** A clear crystal or a mineral prism worth at least 5 gp, which is not consumed when you cast the spell.
### Teleport
_7th-level conjuration_
**Casting Time:** 1 action
**Range:** 10 feet
**Duration:** Instantaneous
Choose up to five willing creatures within range. You and each creature you chose are instantly transported from your current location to a destination that is known to you on the same plane of existence. Your familiarity with the destination determines whether you arrive there successfully. Roll d100 and consult the table.
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|
**On**
|
**Off**
|
**Similar**
|
|
**Familiarity**
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**Target**
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**Target**
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**Area**
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**Mishap**
|
|
Permanent circle
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01-100
|
—
|
—
|
—
|
|
Very familiar
|
01-96
|
97-99
|
100
|
—
|
|
Studied carefully
|
01-76
|
77-87
|
88-95
|
96-100
|
|
Seen casually
|
01-46
|
47-56
|
57-66
|
67-100
|
|
Viewed once
|
01-26
|
27-46
|
47-56
|
57-100
|
|
Description
|
01-26
|
27-46
|
47-56
|
57-100
|
|
False destination
|
—
|
—
|
01-60
|
61-100
|
|
Associated object
|
01-100
|
—
|
—
|
—
|
_Familiarity:_ “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Very familiar” is a place you have been very often and where you feel at home. “Studied carefully” is a location you know well, because you have been there often or you have used other means to study the place. “Seen casually” is someplace you have seen more than once but with which you are not very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map.
“False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists.
“Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, a chunk of marble from a lich’s secret tomb, or the like.
_On Target:_ You and your group appear where you want to.
_Off Target:_ You and your group appear a random distance away from the destination in a random direction. Distance off target is 1d10 X 1d10% of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15%, or 18 miles. The DM determines the direction off target randomly by rolling a d8. On a 1, north; 2, northeast; 3, east; 4, southeast; 5, south; 6, southwest; 7, west; 8, northwest. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble.
_Similar Area:_ You wind up in an area that’s visually or thematically similar to the target area. A mage heading for her home laboratory, for example, might wind up in another mage’s laboratory or in an alchemical supply shop that has many of the same tools and implements as in her laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane.
_Mishap:_ You and anyone else teleporting with you are assaulted by the spell’s magic. You each take 1d10 force damage, and you reroll on the table to see where you wind up. For these rerolls, roll 1d20 + 80 instead of d100. Each time this result comes up, you take another 1d10 force damage and reroll.
Teleportation Circle
_5th-level conjuration_
**Casting Time:** 1 minute **Range:** 10 feet **Duration:** 1 round
You draw a 10-foot circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you have learned. Many major temples, guilds, and other places of import have permanent teleportation circles inscribed somewhere within their confines.
Upon casting the spell, 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.
A sigil sequence is a string of magical runes arranged in a particular pattern. Each permanent teleportation circle in the world and beyond has a unique sigil sequence. When you first gain the ability to cast this spell, you learn two sigil sequences to destinations determined by the Dungeon Master. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for a minute.
You can create a permanent teleportation circle by casting this spell every day for one year in one location. You need not use the circle to teleport when you cast the spell in this way.
### Identify
_1st-level divination (ritual)_
**Casting Time:** 1 hour
**Range:** 5 feet
**Duration:** Instantaneous
You learn the properties of a magic item of your choice within range. If the item has any special lore associated with it, you learn that lore as well.
**Material Components:** An infusion that includes wine, an owl feather, and crushed pearl
### Identify
1st-level divination
Discovering a magic item’s effects is usually possible through trial and error. But to precisely catalog every facet of its lore and ability requires an academic approach refined by years of spellcraft.
You incant the magical phrases of revelation as you brush your fingers across an item, drawing up any magic that might be hidden within it. Upon casting identify, you discover the properties and pertinent lore of a magic item.
**Effect:** You learn the properties of a magic item you touch. If the item has any special lore associated with it, you learn that as well. This spell reveals if an item has a secret, though not the nature of the secret.
**Ritual:** You can cast this spell as a ritual by spending at least 10 minutes intoning hierarchal questions to spirits of knowledge and lore, and scribing marks upon the object to be identified with special chalks worth no less than 10 gp.
### Lance of Faith
0-th level evocation
Your devotion reveals itself as a beam of light that shines from your holy symbol or weapon to burn a path through your foes.
**Effect:** Make a magic attack against one creature within 50 feet of you. On a hit, the target takes 1d8 + 4 radiant damage.