DnD 5e Wizard Spells

Spell Name
Spell Level
Casting Time
Range
Duration
School
Continual Flame
2nd-level
1 Action
Touch
Until dispelled
Evocation

Casting Time

1 Action,

Range

Touch

Duration

Until dispelled

School

Evocation

Components

  • V
  • S
  • M

Materials Required

Ruby Dust Worth 50 Gp, Which The Spell Consumes

Spell Description

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

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Crown of Madness
2nd-level
1 Action
120 Feet
Up To 1 Minute
Enchantment

Casting Time

1 Action,

Range

120 Feet

Duration

Up To 1 Minute

School

Enchantment

Components

  • V
  • S

Spell Description

One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
While the target is charmed in this way, a twisted crown of jagged iron appears on its head, and a madness glows in its eyes.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.

On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

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Darkness
2nd-level
1 Action
60 Feet
Up To 10 Minutes
Evocation

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 10 Minutes

School

Evocation

Components

  • V
  • M

Materials Required

Bat Fur And A Drop Of Pitch Or Piece Of Coal

Spell Description

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it.

If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

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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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Detect Thoughts
2nd-level
1 Action
Self
Up To 1 Minute
Divination

Casting Time

1 Action,

Range

Self

Duration

Up To 1 Minute

School

Divination

Components

  • V
  • S
  • M

Materials Required

A Copper Piece

Spell Description

For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.

You initially learn the surface thoughts of the creature–what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.

Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.

You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.

Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

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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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Flaming Sphere
2nd-level
1 Action
60 Feet
Up To 1 Minute
Conjuration

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 1 Minute

School

Conjuration

Class

Components

  • V
  • S
  • M

Materials Required

A Bit Of Tallow, A Pinch Of Brimstone, And A Dusting Of Powdered Iron

Spell Description

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn.

When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

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Gentle Repose
2nd-level
1 Action
Touch
10 days
Necromancy

Casting Time

1 Action,

Range

Touch

Duration

10 days

School

Necromancy

Class

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Salt And One Copper Piece Placed On Each Of The Corpse’S Eyes, Which Must Remain There For The Duration

Spell Description

You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.

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Gust of Wind
2nd-level
1 Action
Self (60-Foot Line)
Up To 1 Minute
Evocation

Casting Time

1 Action,

Range

Self (60-Foot Line)

Duration

Up To 1 Minute

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Legume Seed

Spell Description

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

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Hold Person
2nd-level
1 Action
60 Feet
Up To 1 Minute
Enchantment

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 1 Minute

School

Enchantment

Components

  • V
  • S
  • M

Materials Required

A Small, Straight Piece Of Iron

Spell Description

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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Invisibility
2nd-level
1 Action
Touch
Up To 1 Hour
Illusion

Casting Time

1 Action,

Range

Touch

Duration

Up To 1 Hour

School

Illusion

Components

  • V
  • S
  • M

Materials Required

An Eyelash Encased In Gum Arabic

Spell Description

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

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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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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Locate Object
2nd-level
1 Action
Self
Up To 10 Minutes
Divination

Casting Time

1 Action,

Range

Self

Duration

Up To 10 Minutes

School

Divination

Components

  • V
  • S
  • M

Materials Required

A Forked Twig

Spell Description

Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you, as long as you have seen it up close–within 30 feet–at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can’t locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.

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Magic Mouth
2nd-level
1 Minute
30 Feet
Until dispelled
Illusion

Casting Time

1 Minute,

Range

30 Feet

Duration

Until dispelled

School

Illusion

Components

  • V
  • S
  • M

Materials Required

A Small Bit Of Honeycomb And Jade Dust Worth At Least 10 Gp, Which The Spell Consumes

Spell Description

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

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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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Melf’s Acid Arrow
2nd-level
1 Action
90 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

90 Feet

Duration

Instantaneous

School

Evocation

Class

Components

  • V
  • S
  • M

Materials Required

Powdered Rhubarb Leaf And An Adder’S Stomach

Spell Description

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

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»

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Mirror Image
2nd-level
1 Action
Self
1 minute
Illusion

Casting Time

1 Action,

Range

Self

Duration

1 minute

School

Illusion

Components

  • V
  • S

Spell Description

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

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Misty Step
2nd-level
1 Bonus Action
Self
Instantaneous
Conjuration

Casting Time

1 Bonus Action,

Range

Self

Duration

Instantaneous

School

Conjuration

Components

  • V

Spell Description

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

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»

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Nystul’s Magic Aura
2nd-level
1 Action
Touch
24 hours
Illusion

Casting Time

1 Action,

Range

Touch

Duration

24 hours

School

Illusion

Class

Components

  • V
  • S
  • M

Materials Required

A Small Square Of Silk

Spell Description

You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

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Phantasmal Force
2nd-level
1 Action
60 Feet
Up To 1 Minute
Illusion

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 1 Minute

School

Illusion

Components

  • V
  • S
  • M

Materials Required

A Bit Of Fleece

Spell Description

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall – it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

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Ray of Enfeeblement
2nd-level
1 Action
60 Feet
Up To 1 Minute
Necromancy

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 1 Minute

School

Necromancy

Class

Components

  • V
  • S

Spell Description

A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

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»

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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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Scorching Ray
2nd-level
1 Action
120 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

120 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

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

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See Invisibility
2nd-level
1 Action
Self
1 hour
Divination

Casting Time

1 Action,

Range

Self

Duration

1 hour

School

Divination

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Talc And A Small Sprinkling Of Powdered Silver

Spell Description

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

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Shatter
2nd-level
1 Action
60 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

60 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Chip Of Mica

Spell Description

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

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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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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Suggestion
2nd-level
1 Action
30 Feet
Up To 8 Hours
Enchantment

Casting Time

1 Action,

Range

30 Feet

Duration

Up To 8 Hours

School

Enchantment

Components

  • V
  • M

Materials Required

A Snake’S Tongue And Either A Bit Of Honeycomb Or A Drop Of Sweet Oil

Spell Description

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.

If you or any of your companions damage the target, the spell ends.

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»

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Web
2nd-level
1 Action
60 Feet
Up To 1 Hour
Conjuration

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 1 Hour

School

Conjuration

Components

  • V
  • S
  • M

Materials Required

A Bit Of Spiderweb

Spell Description

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

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Acid Arrow
2nd-level
1 Action
90 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

90 Feet

Duration

Instantaneous

School

Evocation

Class

Components

  • V
  • S
  • M

Materials Required

Powdered rhubarb leaf and an adder’s stomach

Spell Description

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

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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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Animate Dead
3rd-level
1 Minute
10 Feet
Instantaneous
Necromancy

Casting Time

1 Minute,

Range

10 Feet

Duration

Instantaneous

School

Necromancy

Class

Components

  • V
  • S
  • M

Materials Required

A Drop Of Blood, A Piece Of Flesh, And A Pinch Of Bone Dust

Spell Description

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 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.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

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Bestow Curse
3rd-level
1 Action
Touch
Up To 1 Minute
Necromancy

Casting Time

1 Action,

Range

Touch

Duration

Up To 1 Minute

School

Necromancy

Components

  • V
  • S

Spell Description

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

  • Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
  • While cursed, the target has disadvantage on attack rolls against you.
  • While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
  • While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect.

At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.

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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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Clairvoyance
3rd-level
10 Minutes
1 Mile
Up To 10 Minutes
Divination

Casting Time

10 Minutes,

Range

1 Mile

Duration

Up To 10 Minutes

School

Divination

Components

  • V
  • S
  • M

Materials Required

A Focus Worth At Least 100 Gp, Either A Jeweled Horn For Hearing Or A Glass Eye For Seeing

Spell Description

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

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Counterspell
3rd-level
1 Reaction*
60 Feet
Instantaneous
Abjuration

Casting Time

1 Reaction, Which You Take When You See A Creature Within 60 Feet Of You Casting A Spell

Range

60 Feet

Duration

Instantaneous

School

Abjuration

Components

  • S

Spell Description

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

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Dispel Magic
3rd-level
1 Action
120 Feet
Instantaneous
Abjuration

Casting Time

1 Action,

Range

120 Feet

Duration

Instantaneous

School

Abjuration

Components

  • V
  • S

Spell Description

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

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Fear
3rd-level
1 Action
Sel F (30-Foot Cone)
Up To 1 Minute
Illusion

Casting Time

1 Action,

Range

Sel F (30-Foot Cone)

Duration

Up To 1 Minute

School

Illusion

Components

  • V
  • S
  • M

Materials Required

A White Feather Or The Heart Of A Hen

Spell Description

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

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Feign Death
3rd-level
1 Action
Touch
1 hour
Necromancy

Casting Time

1 Action,

Range

Touch

Duration

1 hour

School

Necromancy

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Graveyard Dirt

Spell Description

You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends.

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Fireball
3rd-level
1 Action
150 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

150 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Tiny Ball Of Bat Guano And Sulfur

Spell Description

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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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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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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Glyph of Warding
3rd-level
1 Hour
Touch
Until dispelled or triggered
Abjuration

Casting Time

1 Hour,

Range

Touch

Duration

Until dispelled or triggered

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

Incense And Powdered Diamond Worth At Least 200 Gp, Which The Spell Consumes

Spell Description

When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.

You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.

When you inscribe the glyph, choose explosive runes or a spell glyph.

Explosive Runes. When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

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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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Hypnotic Pattern
3rd-level
1 Action
120 Feet
Up To 1 Minute
Illusion

Casting Time

1 Action,

Range

120 Feet

Duration

Up To 1 Minute

School

Illusion

Components

  • S
  • M

Materials Required

A Glowing Stick Of Incense Or A Crystal Vial Filled With Phosphorescent Material

Spell Description

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

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Leomund ’s Tiny Hut
3rd-level
1 Minute
Self (10-Foot-Radius Hemisphere)
8 hours
Evocation

Casting Time

1 Minute,

Range

Self (10-Foot-Radius Hemisphere)

Duration

8 hours

School

Evocation

Class

Components

  • V
  • S
  • M

Materials Required

A Small Crystal Bead

Spell Description

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

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Lightning Bolt
3rd-level
1 Action
Sel F (100-Foot Line
Instantaneous
Evocation

Casting Time

1 Action,

Range

Sel F (100-Foot Line

Duration

Instantaneous

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Bit Of Fur And A Rod Of Amber, Crystal, Or Glass

Spell Description

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

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Magic Circle
3rd-level
1 Minute
10 Feet
1 hour
Abjuration

Casting Time

1 Minute,

Range

10 Feet

Duration

1 hour

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

Holy Water Or Powdered Silver And Iron Worth At Least 100 Gp, Which The Spell Consumes

Spell Description

You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface.

Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.

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

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Major Image
3rd-level
1 Action
120 Feet
Up To 10 Minutes
Illusion

Casting Time

1 Action,

Range

120 Feet

Duration

Up To 10 Minutes

School

Illusion

Components

  • V
  • S
  • M

Materials Required

A Bit Of Fleece

Spell Description

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

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Nondetection
3rd-level
1 Action
Touch
8 hours
Abjuration

Casting Time

1 Action,

Range

Touch

Duration

8 hours

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Diamond Dust Worth 25 Gp Sprinkled Over The Target, Which The Spell Consumes

Spell Description

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can’t be targeted by any divination magic or perceived through magical scrying sensors.

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