Aganazzar'S Scorcher Alter Self (1/2) Alter Self (2/2)
Aganazzar'S Scorcher Alter Self (1/2) Alter Self (2/2)
Aganazzar'S Scorcher Alter Self (1/2) Alter Self (2/2)
Wizard 2nd level Abjuration Wizard 2nd level Necromancy Wizard 2nd level Illusion
Wizard 2nd level Conjuration Wizard 2nd level Evocation Wizard 2nd level Enchantment
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DARKNESS DARKVISION DETECT THOUGHTS [1/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, M Concentration, up to 10 V, S, M 8 hours V, S, M Concentration, up to 1
minutes minute
either a pinch of dried carrot or an agate
bat fur and a drop of pitch or piece of coal a copper piece
You touch a willing creature to grant it the ability
Magical darkness spreads from a point you to see in the dark. For the duration, that creature For the duration, you can read the thoughts of certain
choose within range to fill a 15-foot radius has darkvision out to a range of 60 feet. creatures. When you cast the spell and as your action
sphere for the duration. The darkness spreads on each turn until the spell ends, you can focus your
around corners. A creature with darkvision can't mind on any one creature that you can see within 30
see through this darkness, and nonmagical light feet of you. If the creature you choose has an
can't illuminate it.
Intelligence of 3 or lower or doesn't speak any
If the point you choose is on an object you are language, the creature is unaffected.
holding or one that isn't being worn or carried, You initially learn the surface thoughts of the creature
- what is most on its mind in that moment. As an
the darkness emanates from the object and action, you can either shift your attention to another
moves with it. Completely covering the source of creature's thoughts or attempt to probe deeper into
the darkness with an opaque object, such as a the same creature's mind. If you probe deeper, the
bowl or a helm, blocks the darkness.
target must make a Wisdom saving throw. If it fails,
If any of this spell's area overlaps with an area of you gain insight into its reasoning (if any), its
light created by a spell of or lower, the spell that emotional state, and something that looms large in its
created the light is dispelled. 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
Wizard 2nd level Evocation Wizard 2nd level Transmutation Wizard 2nd level Divination
thoughts, so this spell is particularly effective as creature can use an action to exhale energy of Any creature that ends its turn within 5 feet of the
part of an interrogation.
the chosen type in a 15-foot cone. Each creature dust devil must make a Strength saving throw. On a
You can also use this spell to detect the presence in that area must make a Dexterity saving throw, failed save, the creature takes 1d8 bludgeoning
of thinking creatures you can't see. When you taking 3d6 damage of the chosen type on a failed damage and is pushed 10 feet away from the dust
devil. On a successful save, the creature takes half as
cast the spell or as your action during the save, or half as much damage on a successful much damage and isn't pushed.
Once you detect the presence of a creature in At Higher Levels: When you cast this spell using a
this way, you can read its thoughts for the rest of spell slot of 3rd level or higher, the damage increases
the duration as described above, even if you by 1d8 for each slot level above 2nd.
can't see it, but it must still be within range.
Wizard 2nd level Divination Wizard (XGE) 2nd level Transmutation Wizard (XGE) 2nd level Conjuration
Enlarge. The target's size doubles in all dimensions, target's attacks with them deal 1d4 less damage
and its weight is multiplied by eight. This growth (this can't reduce the damage below 1).
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 attack
with them deal 1d4 extra damage.
Reduce. The
Wizard (XGE) 2nd level Transmutation Wizard 2nd level Transmutation Wizard 2nd level Transmutation
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FLAMING SPHERE GENTLE REPOSE (RITUAL) GUST OF WIND
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch
1 action 60 feet 1 action Self (60-foot line)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 10 days
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute a pinch of salt and one copper piece placed on each of the corpse's minute
eyes, which must remain there for the duration
a bit of tallow, a pinch of brimstone, and a dusting of powdered a legume seed
iron You touch a corpse or other remains. For the
duration, the target is protected from decay and A line of strong wind 60 feet long and 10 feet
A 5-foot-diameter sphere of fire appears in an wide blasts from you in a direction you choose
unoccupied space of your choice within range and can't become undead.
The spell also effectively extends the time limit for the spell's duration. Each creature that starts
lasts for the duration. Any creature that ends its turn its turn in the line must succeed on a Strength
within 5 feet of the sphere must make a Dexterity on raising the target from the dead, since days
saving throw. The creature takes 2d6 fire damage on a spent under the influence of this spell don't saving throw or be pushed 15 feet away from
count against the time limit of spells such as raise you in a direction following the line.
failed save, or half as much damage on a successful Any creature in the line must spend 2 feet of
one.
dead.
As a bonus action, you can move the sphere up to 30 movement for every 1 foot it moves when
feet. If you ram the sphere into a creature, that moving closer to you.
creature must make the saving throw against the The gust disperses gas or vapor, and it
sphere's damage, and the sphere stops moving this extinguishes candles, torches, and similar
turn.
unprotected flames in the area. It causes
When you move the sphere, you can direct it over protected flames, such as those of lanterns, to
barriers up to 5 feet tall and jump it across pits up to dance wildly and has a 50 percent chance to
10 feet wide. The sphere ignites flammable objects extinguish them.
not being worn or carried, and it sheds bright light in a As a bonus action on each of your turns before
20-foot radius and dim light for an additional 20 feet.
the spell ends, you can change the direction in
At Higher Levels: When you cast this spell using a which the line blasts from you.
spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.
Wizard 2nd level Conjuration Wizard 2nd level Necromancy Wizard 2nd level Evocation
the end of each of its turns, the target can make person. The spell ends for a target that attacks or A target that is held shut by a mundane lock or
another Wisdom saving throw. On a success, the casts a spell.
that is stuck or barred becomes unlocked,
spell ends on the target.
At Higher Levels: When you cast this spell unstuck, or unbarred. If the object has multiple
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can locks, only one of them is unlocked.
using a spell slot of 3rd level or higher, you can target one additional creature for each slot level If you choose a target that is held shut with
target on additional humanoid for each slot level above 2nd. arcane lock, that spell is suppressed for 10
above 2nd. The humanoids must be within 30 minutes, during which time the target can be
feet of each other when you target them. opened and shut normally.
Wizard 2nd level Enchantment Wizard 2nd level Illusion Wizard 2nd level Transmutation
unaffected.
30 feet - at least once. Alternatively, the spell can When that circumstance occurs, a magical mouth
The target can move only by pushing or pulling locate the nearest object of a particular kind, appears on the object and recites the message in your
against a fixed object or surface within reach such as a certain kind of apparel, jewelry, voice and at the same volume you spoke. If the object
(such as a wall or a ceiling), which allows it to furniture, tool, or weapon.
you chose has a mouth or something that looks like a
move as if it were climbing. You can change the This spell can't locate an object if any thickness mouth (for example, the mouth of a statue), the
target's altitude by up to 20 feet in either of lead, even a thin sheet, blocks a direct path magical mouth appears there so that words appear to
direction on your turn. If you are the target, you between you and the object. come from the object's mouth. When you cast this
can move up or down as part of your move. spell, you can have the spell end after it delivers its
Otherwise, you can use your action to move the message, or it can remain and repeats its message
target, which must remain within the spell's whenever the trigger occurs.
Wizard 2nd level Transmutation Wizard 2nd level Divination Wizard 2nd level Illusion
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MAGIC MOUTH (RITUAL) [2/2] MAGIC WEAPON MAXIMILIAN'S EARTHEN GRASP
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 minute 30 feet 1 action 30 feet
1 bonus action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled V, S, M Concentration, up to 1
V, S Concentration, up to 1 minute
a small bit of honeycomb and jade dust worth at least 10 gp, hour
which the spell consumes a miniature hand sculpted from clay
You touch a nonmagical weapon. Until the spell
30 feet of the object. For example, you could ends, that weapon becomes a magic weapon You choose a 5-foot-square unoccupied space on the
instruct the mouth to speak when any creature with a +1 bonus to attack rolls and damage rolls.
ground that you can see within range. A Medium hand
moves within 30 feet of the object or when a At Higher Levels: When you cast this spell made from compacted soil rises there and reaches for
silver bell rings within 30 feet of it. using a spell slot of 4th level or higher, the bonus one creature you can see within 5 feet of it. The target
increases to +2. When you use a spell slot of 6th must make a Strength saving throw. On a failed save,
level or higher, the bonus increases to +3. the target takes 2d6 bludgeoning damage and is
restrained for the spell's duration.
Wizard 2nd level Illusion Wizard 2nd level Transmutation Wizard (XGE) 2nd level Transmutation
a hit, the target takes 4d4 acid damage on a successful one. On a failed save, you also Each time a creature targets you with an attack during
immediately and 2d4 acid damage at the end of always know the target's location until the spell the spell's duration, roll a d20 to determine whether
its next turn. On a miss, the arrow splashes the ends, but only while the two of you are on the the attack instead targets one of your duplicates.
target with acid for half as much of the initial same plane of existence. While you have this If you have three duplicates, you must roll a 6 or
damage and no damage at the end of its next knowledge, the target can't become hidden from higher to change the attack's target to a duplicate.
turn.
With two duplicates, you must roll an 8 or higher. With
you, and if it's invisible, it gains no benefit from one duplicate, you must roll an 11 or higher.
At Higher Levels: When you cast this spell that condition against you.
using a spell slot of 3rd level or higher, the A duplicate's AC equals 10 + your Dexterity modifier.
At Higher Levels: When you cast this spell If an attack hits a duplicate, the duplicate is destroyed.
damage (both initial and later) increases by 1d4 using a spell slot of 3rd level or higher, the
for each slot level above 2nd. A duplicate can be destroyed only by an attack that
damage increases by 1d6 for each slot level hits it. It ignores all other damage and effects. The
above 2nd. spell ends when all three duplicates are destroyed.
Wizard 2nd level Evocation Wizard (XGE) 2nd level Divination Wizard 2nd level Illusion
MISTY STEP NYSTUL'S MAGIC AURA [1/2] NYSTUL'S MAGIC AURA [2/2]
Wizard 2nd level Conjuration Wizard 2nd level Illusion Wizard 2nd level Illusion
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PHANTASMAL FORCE [1/2] PHANTASMAL FORCE [2/2] PYROTECHNICS
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet
1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute V, S Instantaneous
a bit of fleece a bit of fleece Choose an area of nonmagical flame that you can
see and that can fit within a 5-foot cube within
You craft an illusion that takes root in the mind of a survives the fall, it still believes that the bridge range. You can extinguish the fire in that area,
creature that you can see within range. The target exists and comes up with some other explanation and you create either fireworks or smoke when
must make an Intelligence saving throw. On a failed for its fall - it was pushed, it slipped, or a strong you do so.
save, you create a phantasmal object, creature, or wind might have knocked it off.
Fireworks: The target explodes with a dazzling
other visible phenomenon of your choice that is no An affected target is so convinced of the display of colors. Each creature within 10 feet of
larger than a 10-foot cube and that is perceivable only phantasm's reality that it can even take damage the target must succeed on a Constitution saving
to the target for the duration. This spell has no effect from the illusion. A phantasm created to appear
on undead or constructs.
throw or become blinded until the end of your
The phantasm includes sound, temperature, and other as a creature can attack the target. Similarly, a next turn.
Wizard 2nd level Illusion Wizard 2nd level Illusion Wizard (XGE) 2nd level Transmutation
Make a ranged spell attack against the target. On long. One end of the rope then rises into the air Make a ranged spell attack for each ray. On a hit,
a hit, the target deals only half damage with until the whole rope hangs perpendicular to the the target takes 2d6 fire damage.
weapon attacks that use Strength until the spell ground. At the upper end of the rope, an invisible At Higher Levels: When you cast this spell
ends.
entrance opens to an extradimensional space using a spell slot of 3rd level or higher, you create
At the end of each of the target's turns, it can that lasts until the spell ends.
one additional ray for each slot level above 2nd.
make a Constitution saving throw against the The extradimensional space can be reached by
spell. On a success, the spell ends. 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.
Wizard 2nd level Necromancy Wizard 2nd level Transmutation Wizard 2nd level Evocation
end of the turn. Thereafter, while the spell persists, A nonmagical object that isn't being worn or
you can use a bonus action to cause the sword to carried also takes the damage if it's in the spell's
reappear in your hand.
area.
At Higher Levels: When you cast this spell using a At Higher Levels: When you cast this spell
3rd- or 4th-level spell slot, the damage increases to
3d8. When you cast it using a 5th- or 6th-level spell using a spell slot of or higher, the damage
slot, the damage increases to 4d8. When you cast it increases by 1d8 for each slot level above 2nd.
using a spell slot of 7th level or higher, the damage
increases to 5d8.
Wizard 2nd level Divination Wizard (XGE) 2nd level Illusion Wizard 2nd level Evocation
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SKYWRITE (RITUAL) SNILLOC'S SNOWBALL SWARM SPIDER CLIMB
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 90 feet
1 action Sight 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Instantaneous
V, S Concentration, up to 1 V, S, M Concentration, up to 1
hour a piece of ice or a small white rock chip hour
You cause up to ten words to form in a part of A flurry of magic snowballs erupts from a point a drop of bitumen and a spider
the sky you can see. The words appear to be you choose within range. Each creature in a 5-
made of cloud and remain in place for the spell's Until the spell ends, one willing creature you
foot-radius sphere centered on that point must touch gains the ability to move up, down, and
duration. The words dissipate when the spell make a Dexterity saving throw. A creature takes
ends. A strong wind can disperse the clouds and across vertical surfaces and upside down along
3d6 cold damage on a failed save, or half as much ceilings, while leaving its hands free. The target
end the spell early. damage on a successful one.
also gains a climbing speed equal to its walking
At Higher Levels: When you cast this spell speed.
using a spell slot of 3rd level or higher, the
damage increases by 1d6 for each slot level
above 2nd.
Wizard (XGE) 2nd level Transmutation Wizard (XGE) 2nd level Evocation Wizard 2nd level Transmutation
Wizard 2nd level Enchantment Wizard 2nd level Enchantment Wizard 2nd-level enchantment
• It hedges out vapor, gas, and fog that can be spell ends at the start of your next turn. Webs layered • Weal, for good results
• The area is difficult terrain for creatures other Each creature that starts its turn in the webs or that • Weal and woe, for both good and bad results
than you.
enters them during its turn must make a Dexterity • Nothing, for results that aren't especially good or
• The attack rolls of ranged weapon attacks have saving throw. On a failed save, the creature is bad
disadvantage if the attacks pass in or out of the restrained as long as it remains in the webs or until it The spell doesn't take into account any possible
wind. breaks free.
circumstances that might change the outcome, such as
A creature restrained by the webs can use its actions the casting of additional spells or the loss or gain of a
to make a Strength check against your spell save DC. If companion.
Wizard (XGE) 2nd level Evocation Wizard 2nd level Conjuration Wizard (TCE) 2nd level Divination
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ENHANCE ABILITY
CASTING TIME RANGE
1 action Touch
COMPONENTS DURATION
V, S, M Concentration, up to 1
hour
fur or a feather from a beast
You touch a creature and bestow upon it a magical
enhancement. Choose one of the following effects -
the target gains the effect until the spell ends.
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