317 spells available

Spell Database

Discover the complete collection of D&D 5E spells from cantrips to 9th level magic

Clone

Clone

Lvl 8 necromancy
Cast: 1 hour
Range: Touch
You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.

If the original creature dies after the clone finishes forming, the creature's soul transfers to the clone if the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original's equipment. The creature's original remains, if any, become inert and can't be revived, since the creature's soul is elsewhere.
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Control Weather

Control Weather

C
Lvl 8 transmutation
Cast: 10 minutes
Range: Self
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.

When you cast the spell, you change the current weather conditions, which are determined by the GM. You can change precipitation, temperature, and wind. It takes 1d4 ร— 10 minutes for the new

conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Table: Precipitation

| Stage | Condition |
|-------|--------------------------------------------|
| 1 | Clear |
| 2 | Light clouds |
| 3 | Overcast or ground fog |
| 4 | Rain, hail, or snow |
| 5 | Torrential rain, driving hail, or blizzard |

Table: Temperature

| Stage | Condition |
|-------------|-----------|
| 1 | Heat wave |
| 2 | Hot |
| 3 | Warm |
| 4 | Cool |
| 5 | Cold |
| 6 | Freezing |

Table: Wind

| Stage | Condition |
|-------|---------------|
| 1 | Calm |
| 2 | Moderate wind |
| 3 | Strong wind |
| 4 | Gale |
| 5 | Storm |
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Demiplane

Demiplane

Lvl 8 conjuration
Cast: Action
Range: 60 feet
You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension, made of wood or stone (your choice).

When the spell ends, the door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the condition in the unoccupied spaces closest to the door's former space.

Each time you cast this spell, you can create a new demiplane or connect the shadowy door to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can connect the shadowy door to that demiplane instead.
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Dominate Monster

Dominate Monster

C
Lvl 8 enchantment
Cast: Action
Range: 60 feet
One creature you can see within range must succeed on a Wisdom saving throw or have the condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.

You have a telepathic link with the target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.
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Earthquake

Earthquake

C
Lvl 8 transmutation
Cast: Action
Range: 500 feet
Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.

When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has the condition, and its Concentration is broken.

You can also cause the effects below.

**_Fissures._** A total of 1d6 fissures open in the spell's area at the end of the turn you cast it. You choose the fissures' locations, which can't be under structures. Each fissure is 1d10 ร— 10 feet deep and 10 feet wide, and it extends from one edge of the spell's area to another edge. A creature in the same space as a fissure must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure's edge as it opens.

**Structures._** The tremor deals 50 Bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the end of each of your turns until the spell ends. If a structure drops to 0 Hit Points, it collapses.

A creature within a distance from a collapsing structure equal to half the structure's height makes a Dexterity saving throw. On a failed save, the creature takes 12d6 Bludgeoning damage, has the condition, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. On a successful save, the creature takes half as much damage only.
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Glibness

Glibness

Lvl 8 enchantment
Cast: Action
Range: Self
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
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Holy Aura

Holy Aura

C
Lvl 8 abjuration
Cast: Action
Range: Self
For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hits an affected creature with a melee attack roll, the attacker must succeed on a Constitution saving throw or have the condition until the end of its next turn.
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Incendiary Cloud

Incendiary Cloud

C
Lvl 8 conjuration
Cast: Action
Range: 150 feet
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by *Gust of Wind*) disperses it.

When the cloud appears, each creature in it makes a Dexterity saving throw, taking 10d8 Fire damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.

The cloud moves 10 feet away from you in a direction you choose at the start of each of your turns.
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Maze

Maze

C
Lvl 8 conjuration
Cast: Action
Range: 60 feet
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.

The target can take a Study action to try to escape. When it does so, it makes a DC 20 Intelligence (Investigation) check. If it succeeds, it escapes, and the spell ends.

When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space.
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Mind Blank

Mind Blank

Lvl 8 abjuration
Cast: Action
Range: Touch
Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location, and no spellโ€”not even *Wish*โ€”can gather information about the target, observe it remotely, or control its mind.
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Power Word Stun

Power Word Stun

Lvl 8 enchantment
Cast: Action
Range: 60 feet
You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the condition. Otherwise, its Speed is 0 until the start of your next turn.

The target makes a Constitution saving throw at the end of each of its turns, ending the condition on itself on a success.
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Sunburst

Sunburst

Lvl 8 evocation
Cast: Action
Range: 150 feet
Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the condition for 1 minute. On a successful save, it takes half as much damage only.

A creature by this spell makes another Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.

This spell dispels Darkness in its area that was created by any spell.
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Tsunami

Tsunami

C
Lvl 8 conjuration
Cast: 1 minute
Range: 1 mile
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 Bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.
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Astral Projection

Astral Projection

Lvl 9 necromancy
Cast: 1 hour
Range: 10 feet
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the condition, doesn't need food or air, and doesn't age.

A target's astral form resembles its body in almost every way, replicating its game statistics and possessions. The principal difference is the addition of a silvery cord that trails from between the shoulder blades of the astral form. The cord fades from view after 1 foot. If the cord is cutโ€”which happens only when an effect states that it does soโ€”the target's body and astral form both die.

A target's astral form can travel through the Astral Plane. The moment an astral form leaves that plane, the target's body and possessions travel along the silver cord, causing the target to re-enter its body on the new plane.

Any damage or other effects that apply to an astral form have no effect on the target's body and vice versa. If a target's body or astral form drops to 0 Hit Points, the spell ends for that target. The spell ends for all the targets if you take a Magic action to dismiss it.

When the spell ends for a target who isn't dead, the target reappears in its body and exits the state of suspended animation.
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Foresight

Foresight

Lvl 9 divination
Cast: 1 minute
Range: Touch
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it again.
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Gate

Gate

C
Lvl 9 conjuration
Cast: Action
Range: 60 feet
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration, and the portal's destination is visible through it.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn't work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and transports it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the GM deems appropriate. It might leave, attack you, or help you.
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Imprisonment

Imprisonment

Lvl 9 abjuration
Cast: 1 minute
Range: 30 feet
You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this

spell for the next 24 hours. On a failed save, the target is imprisoned. While imprisoned, the target doesn't need to breathe, eat, or drink, and it doesn't age. Divination spells can't locate or perceive the imprisoned target, and the target can't teleport.

Until the spell ends, the target is also affected by one of the following effects of your choice:

**Burial.** The target is entombed beneath the earth in a hollow globe of magical force that is just large enough to contain the target. Nothing can pass into or out of the globe.
**Chaining.** Chains firmly rooted in the ground hold the target in place. The target has the condition and can't be moved by any means.
**Hedged Prison.** The target is trapped in a demiplane that is warded against teleportation and planar travel. The demiplane is your choice of a labyrinth, a cage, a tower, or the like.
**Minimus Containment.** The target becomes 1 inch tall and is trapped inside an indestructible gemstone or a similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.
**Slumber.** The target has the condition and can't be awoken.

**_Ending the Spell._** When you cast the spell, specify a trigger that will end it. The trigger can be as simple or as elaborate as you choose, but the GM must agree that it has a high likelihood of happening within the next decade. The trigger must be an observable action, such as someone making a particular offering at the temple of your god, saving your true love, or defeating a specific monster.

A *Dispel Magic* spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.
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Mass Heal

Mass Heal

Lvl 9 abjuration
Cast: Action
Range: 60 feet
A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the , , and conditions removed from them.
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Meteor Swarm

Meteor Swarm

Lvl 9 evocation
Cast: Action
Range: 1 mile
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeoning damage on a failed save or half as much damage on a successful one. A creature in the area of more than one fiery Sphere is affected only once.

A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area, and the object starts burning if it's flammable.
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Power Word Heal

Power Word Heal

Lvl 9 enchantment
Cast: Action
Range: 60 feet
**Component:** V

A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the , , , , or condition, the condition ends. If the creature has the condition, it can use its Reaction to stand up.
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Power Word Kill

Power Word Kill

Lvl 9 enchantment
Cast: Action
Range: 60 feet
**Component:** V

You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.
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Prismatic Wall

Prismatic Wall

Lvl 9 abjuration
Cast: Action
Range: 60 feet
A shimmering, multicolored plane of light forms a vertical opaque wallโ€”up to 90 feet long, 30 feet high, and 1 inch thickโ€”centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect.

The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the condition for 1 minute.

The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer's properties as described in the Prismatic Layers table.

The wall, which has AC 10, can be destroyed one layer at a time, in order from red to violet, by means specific to each layer. If a layer is destroyed, it is gone for the duration. *Antimagic Field* has no effect on the wall, and *Dispel Magic* can affect only the violet layer.

Table: Prismatic Layers

| Order | Effects |
|-------|------------------------------|
| 1 | **Red.** *Failed Save:* 12d6 Fire damage. *Successful Save:* Half as much damage. *Additional Effects*: Nonmagical ranged attacks can't pass through this layer, which is destroyed if it takes at least 25 Cold damage. |
| 2 | **Orange.** *Failed Save:* 12d6 Acid damage. *Successful Save:* Half as much damage. *Additional Effects:* Magical ranged attacks can't pass through this layer, which is destroyed by a strong wind (such as the one created by *Gust of Wind*). |
| 3 | **Yellow.** *Failed Save:* 12d6 Lightning damage. *Successful Save:* Half as much damage. *Additional Effects:* The layer is destroyed if it takes at least 60 Force damage. |
| 4 | **Green.** *Failed Save:* 12d6 Poison damage. *Successful Save:* Half as much damage. *Additional Effects:* A *Passwall* spell, or another spell of equal or greater level that can open a portal on a solid surface, destroys this layer. |
| 5 | **Blue.** *Failed Save:* 12d6 Cold damage. *Successful Save:* Half as much damage. *Additional Effects:* The layer is destroyed if it takes at least 25 Fire damage. |
| 6 | **Indigo.** *Failed Save:* The target has the condition and makes a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the condition ends. If it fails three times, it has the condition until it is freed by an effect like the *Greater Restoration* spell. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. *Additional Effects:* Spells can't be cast through this layer, which is destroyed by Bright Light shed by the *Daylight* spell. |
| 7 | **Violet.** *Failed Save:* The target has the condition and makes a Wisdom saving throw at the start of your next turn. On a successful save, the condition ends. On a failed save, the condition ends, and the creature teleports to another plane of existence (GM's choice). *Additional Effects:* This layer is destroyed by *Dispel Magic*. |
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Shapechange

Shapechange

C
Lvl 9 transmutation
Cast: Action
Range: Self
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can't be a Construct or an Undead.

When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends.

Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too.

Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you're in it.
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Storm of Vengeance

Storm of Vengeance

C
Lvl 9 conjuration
Cast: Action
Range: 1 mile
A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the condition for the duration.

At the start of each of your later turns, the storm produces different effects, as detailed below.

**_Turn 2._** Acidic rain falls. Each creature and object under the cloud takes 4d6 Acid damage.

**_Turn 3._** You call six bolts of lightning from the cloud to strike six different creatures or objects beneath it. Each target makes a Dexterity saving throw, taking 10d6 Lightning damage on a failed save or half as much damage on a successful one.

**_Turn 4._** Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage.

**_Turns 5โ€“10._** Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
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Name Level School Tags
Clone Lvl 8 necromancy
Control Weather Lvl 8 transmutation
C
Demiplane Lvl 8 conjuration
Dominate Monster Lvl 8 enchantment
C
Earthquake Lvl 8 transmutation
C
Glibness Lvl 8 enchantment
Holy Aura Lvl 8 abjuration
C
Incendiary Cloud Lvl 8 conjuration
C
Maze Lvl 8 conjuration
C
Mind Blank Lvl 8 abjuration
Power Word Stun Lvl 8 enchantment
Sunburst Lvl 8 evocation
Tsunami Lvl 8 conjuration
C
Astral Projection Lvl 9 necromancy
Foresight Lvl 9 divination
Gate Lvl 9 conjuration
C
Imprisonment Lvl 9 abjuration
Mass Heal Lvl 9 abjuration
Meteor Swarm Lvl 9 evocation
Power Word Heal Lvl 9 enchantment
Power Word Kill Lvl 9 enchantment
Prismatic Wall Lvl 9 abjuration
Shapechange Lvl 9 transmutation
C
Storm of Vengeance Lvl 9 conjuration
C