DnD 5e Transmutation Spells

Spell Name
Spell Level
Casting Time
Range
Duration
School
Druidcraft
Cantrip
1 Action
30 Feet
Instantaneous
Transmutation

Casting Time

1 Action,

Range

30 Feet

Duration

Instantaneous

School

Transmutation

Class

Components

  • V
  • S

Spell Description

Whispering to the spirits of nature, you create one of the following effects within range:

  • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.
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Mending
Cantrip
1 Minute
Touch
Instantaneous
Transmutation

Casting Time

1 Minute,

Range

Touch

Duration

Instantaneous

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

Two Lodestones

Spell Description

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

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Prestidigitation
Cantrip
1 Action
10 Feet
Up to 1 hour
Transmutation

Casting Time

1 Action,

Range

10 Feet

Duration

Up to 1 hour

School

Transmutation

Components

  • V
  • S

Spell Description

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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Message
Cantrip
1 Action
120 Feet
1 round
Transmutation

Casting Time

1 Action,

Range

120 Feet

Duration

1 round

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Short Piece Of Copper Wire

Spell Description

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

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Shillelagh
Cantrip
1 Bonus Action
Touch
1 minute
Transmutation

Casting Time

1 Bonus Action,

Range

Touch

Duration

1 minute

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

Mistletoe, A Shamrock Leaf, And A Club Or Quarterstaff

Spell Description

The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon.

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Thaumaturgy
Cantrip
1 Action
30 Feet
Up to 1 minute
Transmutation

Casting Time

1 Action,

Range

30 Feet

Duration

Up to 1 minute

School

Transmutation

Class

Components

  • V

Spell Description

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • 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.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

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Thorn Whip
Cantrip
1 Action
30 Feet
Instantaneous
Transmutation

Casting Time

1 Action,

Range

30 Feet

Duration

Instantaneous

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

The Stem Of A Plant With Thorns

Spell Description

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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Purify Food and Drink
1st-level
1 Action
10 Feet
Instantaneous
Transmutation

Casting Time

1 Action,

Range

10 Feet

Duration

Instantaneous

School

Transmutation

Components

  • V
  • S

Spell Description

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

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Longstrider
1st-level
1 Action
Touch
1 hour
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

1 hour

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Dirt

Spell Description

You touch a creature. The target’s speed increases by 10 feet until the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

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Jump
1st-level
1 Action
Touch
1 minute
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

1 minute

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Grasshopper’S Hind Leg

Spell Description

You touch a creature. The creature’s jump distance is tripled until the spell ends.

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Goodberry
1st-level
1 Action
Touch
Instantaneous
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

Instantaneous

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

A Sprig Of Mistletoe

Spell Description

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.

The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

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Feather Fall
1st-level
1 Reaction*
60 Feet
1 minute
Transmutation

Casting Time

1 Reaction, Which You Take When You Or A Creature Within 60 Feet Of You Falls

Range

60 Feet

Duration

1 minute

School

Transmutation

Components

  • V
  • M

Materials Required

A Small Feather Or Piece Of Down

Spell Description

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

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Expeditious Retreat
1st-level
1 Bonus Action
Self
Up To 10 Minutes
Transmutation

Casting Time

1 Bonus Action,

Range

Self

Duration

Up To 10 Minutes

School

Transmutation

Components

  • V
  • S

Spell Description

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

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Create or Destroy Water
1st-level
1 Action
30 Feet
Instantaneous
Transmutation

Casting Time

1 Action,

Range

30 Feet

Duration

Instantaneous

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

A Drop Of Water If Creating Water Or A Few Grains Of Sand If Destroying It

Spell Description

You either create or destroy water.

Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

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Enhance Ability
2nd-level
1 Action
Touch
Up To 1 Hour.
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

Up To 1 Hour.

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

Fur Or A Feather From A Beast

Spell Description

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

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Rope Trick
2nd-level
1 Action
Touch
1 hour
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

1 hour

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

Powdered Corn Extract And A Twisted Loop Of Parchment

Spell Description

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5- foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

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Knock
2nd-level
1 Action
60 Feet
Instantaneous
Transmutation

Casting Time

1 Action,

Range

60 Feet

Duration

Instantaneous

School

Transmutation

Components

  • V

Spell Description

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

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Levitate
2nd-level
1 Action
60 Feet
Up To 10 Minutes
Transmutation

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 10 Minutes

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

Either A Small Leather Loop Or A Piece Of Golden Wire Bent Into A Cup Shape With A Long Shank On One End

Spell Description

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

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Magic Weapon
2nd-level
1 Bonus Action
Touch
Up To 1 Hour
Transmutation

Casting Time

1 Bonus Action,

Range

Touch

Duration

Up To 1 Hour

School

Transmutation

Components

  • V
  • S

Spell Description

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

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Heat Metal
2nd-level
1 Action
60 Feet
Up To 1 Minute
Transmutation

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 1 Minute

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Piece Of Iron And A Flame

Spell Description

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a 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.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

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Spike Growth
2nd-level
1 Action
150 Feet
Up To 10 Minutes
Transmutation

Casting Time

1 Action,

Range

150 Feet

Duration

Up To 10 Minutes

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

Seven Sharp Thorns Or Seven Small Twigs, Each Sharpened To A Point

Spell Description

The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels.

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.

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Spider Climb
2nd-level
1 Action
Touch
Up To 1 Hour
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

Up To 1 Hour

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Drop Of Bitumen And A Spider

Spell Description

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

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Darkvision
2nd-level
1 Action
Touch
8 hours
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

8 hours

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

Either A Pinch Of Dried Carrot Or An Agate

Spell Description

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

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Cordon of Arrows
2nd-level
1 Action
5 Feet
8 hours
Transmutation

Casting Time

1 Action,

Range

5 Feet

Duration

8 hours

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

Four Or More Arrows Or Bolts

Spell Description

You plant four pieces of nonmagical ammunition – arrows or crossbow bolts – in the ground within range and lay magic upon them to protect an area. Until the spell ends, whenever a creature other than you comes within 30 feet of the ammunition for the first time on a turn or ends its turn there, one piece of ammunition flies up to strike it. The creature must succeed on a Dexterity saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains.

When you cast this spell, you can designate any creatures you choose, and the spell ignores them. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.

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Barkskin
2nd-level
1 Action
Touch
Up To 1 Hour
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

Up To 1 Hour

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

A Handful Of Oak Bark

Spell Description

You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.

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Alter Self
2nd-level
1 Action
Self
Up To 1 Hour
Transmutation

Casting Time

1 Action,

Range

Self

Duration

Up To 1 Hour

School

Transmutation

Components

  • V
  • S

Spell Description

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

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.

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Enlarge/Reduce
2nd-level
1 Action
30 Feet
Up To 1 Minute
Transmutation

Casting Time

1 Action,

Range

30 Feet

Duration

Up To 1 Minute

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Powdered Iron

Spell Description

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.

If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.

Enlarge. The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category– from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attacks with them deal 1d4 extra damage.

Reduce. The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category–from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).

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Haste
3rd-level
1 Action
30 Feet
Up To 1 Minute
Transmutation

Casting Time

1 Action,

Range

30 Feet

Duration

Up To 1 Minute

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Shaving Of Licorice Root

Spell Description

Choose a willing creature that you can see 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 action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

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.

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Gaseous Form
3rd-level
1 Action
Touch
Up To 1 Hour
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

Up To 1 Hour

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Bit Of Gauze And A Wisp Of Smoke

Spell Description

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.

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.

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Fly
3rd-level
1 Action
Touch
Up To 10 Minutes
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

Up To 10 Minutes

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Wing Feather From Any Bird

Spell Description

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

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Blink
3rd-level
1 Action
Self
1 minute
Transmutation

Casting Time

1 Action,

Range

Self

Duration

1 minute

School

Transmutation

Components

  • V
  • S

Spell Description

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

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Water Walk
3rd-level
1 Action
30 Feet
1 hour
Transmutation

Casting Time

1 Action,

Range

30 Feet

Duration

1 hour

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Piece Of Cork

Spell Description

This spell grants the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

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Water Breathing
3rd-level
1 Action
30 Feet
24 hours
Transmutation

Casting Time

1 Action,

Range

30 Feet

Duration

24 hours

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Short Reed Or Piece Of Straw

Spell Description

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

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Speak with Plants
3rd-level
1 Action
Self (30-Foot Radius)
10 minutes
Transmutation

Casting Time

1 Action,

Range

Self (30-Foot Radius)

Duration

10 minutes

School

Transmutation

Class

Components

  • V
  • S

Spell Description

You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.

You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.

Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.

If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.

This spell can cause the plants created by the entangle spell to release a restrained creature.

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Slow
3rd-level
1 Action
120 Feet
Up To 1 Minute
Transmutation

Casting Time

1 Action,

Range

120 Feet

Duration

Up To 1 Minute

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

A Drop Of Molasses

Spell Description

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

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.

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Plant Growth
3rd-level
1 Action Or 8 Hours
150 Feet
Instantaneous
Transmutation

Casting Time

1 Action Or 8 Hours,

Range

150 Feet

Duration

Instantaneous

School

Transmutation

Class

Components

  • V
  • S

Spell Description

This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits.

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.

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Meld into Stone
3rd-level
1 Action
Touch
8 hours
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

8 hours

School

Transmutation

Class

Components

  • V
  • S

Spell Description

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (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.

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Lightning Arrow
3rd-level
1 Bonus Action
Self
Up To 1 Minute
Transmutation

Casting Time

1 Bonus Action,

Range

Self

Duration

Up To 1 Minute

School

Transmutation

Class

Components

  • V
  • S

Spell Description

The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage.

Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.

The piece of ammunition or weapon then returns to its normal form. 

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.

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Elemental Weapon
3rd-level
1 Action
Touch
Up To 1 Hour
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

Up To 1 Hour

School

Transmutation

Components

  • V
  • S

Spell Description

A nonmagical weapon you touch becomes a magic weapon.  Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.

At Higher Levels. When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

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Polymorph
4th-level
1 Action
60 Feet
Up To 1 Hour
Transmutation

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 1 Hour

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Caterpillar Cocoon

Spell Description

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

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Control Water
4th-level
1 Action
300 Feet
Up To 10 Minutes
Transmutation

Casting Time

1 Action,

Range

300 Feet

Duration

Up To 10 Minutes

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Drop Of Water And A Pinch Of Dust

Spell Description

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.

Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the 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.

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Fabricate
4th-level
10 Minutes
120 Feet
Instantaneous
Transmutation

Casting Time

10 Minutes,

Range

120 Feet

Duration

Instantaneous

School

Transmutation

Components

  • V
  • S

Spell Description

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.

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Giant Insect
4th-level
1 Action
30 Feet
Up To 10 Minutes
Transmutation

Casting Time

1 Action,

Range

30 Feet

Duration

Up To 10 Minutes

School

Transmutation

Class

Components

  • V
  • S

Spell Description

You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The 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.

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Stone Shape
4th-level
1 Action
Touch
Instantaneous
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

Instantaneous

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

Soft Clay, Which Must Be Worked Into Roughly The Desired Shape Of The Stone Object

Spell Description

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

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Awaken
5th-level
8 Hours
Touch
Instantaneous
Transmutation

Casting Time

8 Hours,

Range

Touch

Duration

Instantaneous

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

An Agate Worth At Least 1,000 Gp, Which The Spell Consumes

Spell Description

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. Your GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

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Animate Objects
5th-level
1 Action
120 Feet
Up To 1 Minute
Transmutation

Casting Time

1 Action,

Range

120 Feet

Duration

Up To 1 Minute

School

Transmutation

Components

  • V
  • S

Spell Description

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics

Size HP AC Str Dex Attack
Tiny 20 18 4 18 +8 to hit, 1d4 + 4 damage
Small 25 16 6 14 +6 to hit, 1d8 + 2 damage
Medium 40 13 10 12 +5 to hit, 2d6 + 1 damage
Large 50 10 14 10 +6 to hit, 2d10 + 2 damage
Huge 80 10 18 6 +8 to hit, 2d12 + 4 damage

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. 

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

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Passwall
5th-level
1 Action
30 Feet
1 hour
Transmutation

Casting Time

1 Action,

Range

30 Feet

Duration

1 hour

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Sesame Seeds

Spell Description

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

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Reincarnate
5th-level
1 Hour
Touch
Instantaneous
Transmutation

Casting Time

1 Hour,

Range

Touch

Duration

Instantaneous

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

Rare Oils And Unguents Worth At Least 1,000 Gp, Which The Spell Consumes

Spell Description

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target’s soul isn’t free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The GM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the GM chooses a form.

d100 Race
01-04 Dragonborn
05-13 Dwarf, hill
14-21 Dwarf, mountain
22-25 Elf, dark
26-34 Elf, high
35-42 Elf, wood
43-46 Gnome, forest
47-52 Gnome, rock
53-56 Half-elf
57-60 Half-orc
61-68 Halfling, lightfoot
69-76 Halfling, stout
77-96 Human
97-100 Tiefling

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

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Swift Quiver
5th-level
1 Bonus Action
Touch
Up To 1 Minute
Transmutation

Casting Time

1 Bonus Action,

Range

Touch

Duration

Up To 1 Minute

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

A Quiver Containing At Least One Piece Of Ammunition

Spell Description

You transmute your quiver so it produces an endless supply of nonmagical ammunition, which seems to leap into your hand when you reach for it.

On each of your turns until the spell ends, you can use a bonus action to make two attacks with a weapon that uses ammunition from the quiver. Each time you make such a ranged attack, your quiver magically replaces the piece of ammunition you used with a similar piece of nonmagical ammunition. Any pieces of ammunition created by this spell disintegrate when the spell ends. If the quiver leaves your possession, the spell ends.

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Telekinesis
5th-level
1 Action
60 Feet
Up To 10 Minutes
Transmutation

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 10 Minutes

School

Transmutation

Components

  • V
  • S

Spell Description

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

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