Life Cleric Spells
Life Cleric Spells
Life Cleric Spells
R e s is t a n c e
Abjuration cantrip
Casting Time: 1 action
Range: Touch
Components: V, S, M (a miniature cloak)
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell
ends, the target can roll a d4 and add the number
rolled to one saving throw o f its choice. It can roll
the die before or after m aking the saving throw. The
spell then ends.
Sa c r e d F lame
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
Flame-like radiance descends on a creature that you
can see within range. The target must succeed on a
Dexterity saving throw or take 1d8 radiant damage. The
target gains no benefit from cover for this saving throw.
The spell’s damage increases by 1d8 when you reach
5th level (2d8), 11th level (3d8), and 17th level (4d8).
S parethe D y in g
Necromancy cantrip
Casting Time: 1 action
1st LEVEL SPELLS Range: 30 feet
# B le s s
Components: V, S, M (a drop o f water if creating water
1st-level enchantment or a few grains o f sand if destroying it)
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet You either create or destroy water.
Components: V, S, M (a sprinkling o f holy water) Create Water. You create up to 10 gallons o f clean
Duration: Concentration, up to 1 minute water within range in an open container. Alternatively,
You bless up to three creatures o f your choice within the water falls as rain in a 30-foot cube within range,
range. Whenever a target makes an attack roll or a extinguishing exposed flames in the area.
saving throw before the spell ends, the target can roll
a d4 and add the number rolled to the attack roll or
D estroy Water. You destroy up to 10 gallons o f water
in an open container within range. Alternatively, you
saving throw.
destroy fog in a 30-foot cube within range.
A t Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, you can target one
A t Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, you create or destroy
additional creature for each slot level above 1st.
10 additional gallons of water, or the size of the cube
increases by 5 feet, for each slot level above 1st.
#CureWounds
1st-level evocation D etect Ev i l a n d G ood
Casting Time: 1 action
Range: Touch
1st-level divination
Casting Time: 1 action
Components: V, S
Range: Self
Duration: Instantaneous
Components: V, S
A creature you touch regains a number o f hit points
Duration: Concentration, up to 10 minutes
equal to 1d8 + your spellcasting ability modifier. This
For the duration, you know if there is an aberration,
spell has no effect on undead or constructs.
celestial, elemental, fey, fiend, or undead within 30
At Higher Levels. When you cast this spell using a feet o f you, as well as where the creature is located.
spell slot o f 2nd level or higher, the healing increases by Similarly, you know if there is a place or object within
1d8 for each slot level above 1st. 30 feet o f you that has been magically consecrated
or desecrated.
Ba n e The spell can penetrate most barriers, but it is blocked
1st-level enchantment by 1 foot o f stone, 1 inch o f common metal, a thin sheet
Casting Time: 1 action o f lead, or 3 feet o f wood or dirt.
Range: 30 feet
Components: V, S, M (a drop o f blood) D etect M a g ic
Duration: Concentration, up to 1 minute 1st-level divination (ritual)
Up to three creatures o f your choice that you can see Casting Time: 1 action
within range must make Charisma saving throws. Range: Self
Whenever a target that fails this saving throw makes Components: V, S
an attack roll or a saving throw before the spell ends, Duration: Concentration, up to 10 minutes
the target must roll a d4 and subtract the number rolled For the duration, you sense the presence o f magic
from the attack roll or saving throw. within 30 feet o f you. If you sense magic in this way, you
At Higher Levels. When you cast this spell using can use your action to see a faint aura around any visible
a spell slot o f 2nd level or higher, you can target one creature or object in the area that bears magic, and you
additional creature for each slot level above 1st. learn its school o f magic, if any.
The spell can penetrate most barriers, but it is blocked
C ommand by 1 foot o f stone, 1 inch o f common metal, a thin sheet
1st-level enchantment of lead, or 3 feet o f wood or dirt.
Casting Time: 1 action
Range: 60 feet D etect P oisonand D ise a s e
Components: V 1st-level divination (ritual)
Duration: 1 round Casting Time: 1 action
You speak a one-word command to a creature you can Range: Self
see within range. The target must succeed on a W isdom Components: V, S, M (a yew leaf)
saving throw or follow the command on its next turn. Duration: Concentration, up to 10 minutes. For the duration,
The spell has no effect if the target is undead, if it you can sense the presence and location of poisons,
doesn’t understand your language, or if your command poisonous creatures, and diseases within 30 feet of you. You
is directly harmful to it. also identify
Some typical commands and their effects follow. You the kind of poison, poisonous creature, or disease in each
might issue a command other than one described here. case.
If you do so, the DM determines how the target behaves. The spell can penetrate most barriers, but it is blocked
If the target can’t follow your command, the spell ends. by 1 foot o f stone, 1 inch of common metal, a thin sheet
Approach. The target moves toward you by the of lead, or 3 feet of wood or dirt.
shortest and most direct route, ending its turn if it
moves within 5 feet o f you. G uiding B olt
Drop. The target drops whatever it is holding and then 1st-level evocation
ends its turn. Casting Time: 1 action
Flee. The target spends its turn moving away from Range: 120 feet
you by the fastest available means. Components: V, S
Grovel. The target falls prone and then ends its turn. Duration: 1 round
Halt. The target doesn’t move and takes no actions. A flash o f light streaks toward a creature o f your choice
A flying creature stays aloft, provided that it is able to within range. Make a ranged spell attack against the
do so. If it must move to stay aloft, it flies the minimum target. On a hit, the target takes 4d6 radiant damage,
distance needed to remain in the air. and the next attack roll made against this target before
At Higher Levels. When you cast this spell using the end o f your next turn has advantage, thanks to the
a spell slot o f 2nd level or higher, you can affect one mystical dim light glittering on the target until then.
additional creature for each slot level above 1st. The At Higher Levels. When you cast this spell using a
creatures must be within 30 feet o f each other when spell slot o f 2nd level or higher, the damage increases by
you target them. 1d6 for each slot level above 1st.
CreateorDestroyWater HealingWord
1st-level transmutation 1st-level evocation
Casting Time: 1 bonus action
Range: 60 feet Duration: Concentration, up to 10 minutes
Components: V A shimmering field appears and surrounds a creature
Duration: Instantaneous o f your choice within range, granting it a +2 bonus to AC
A creature o f your choice that you can see within range for the duration.
regains hit points equal to 1d4 + your spellcasting
ability modifier. This spell has no effect on undead
or constructs.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the healing increases by
1d4 for each slot level above 1st.
I nflict W ounds
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make a melee spell attack against a creature you can
reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1d10 for each slot level above 1st.
P r o t e c t io n f r o m Ev i l a n d G ood
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver
and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you
touch is protected against certain types of
creatures: aberrations, celestials, elementals, fey,
fiends, and undead.
The protection grants several benefits. Creatures of
those types have disadvantage on attack rolls against
the target. The target also can’t be charmed, frightened,
or p os sessed by them. If the target is already charmed,
frightened, or p ossessed by such a creature, the target
has advantage on any new saving throw against the
relevant effect.
P urify F oodand D r in k
1st-level transmutation (ritual)
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Instantaneous
All nonmagical food and drink within a 5-foot-radius
sphere centered on a point o f your choice within range is
purified and rendered free o f poison and disease.
Sa n c t u a r y
1st-level abjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: V, S, M (a small silver mirror)
Duration: 1 minute
You ward a creature within range against attack. Until
the spell ends, any creature who targets the warded
creature with an attack or a harmful spell must first
make a W isdom saving throw. On a failed save, the
creature must choose a new target or lose the attack
or spell. This spell doesn’t protect the w arded creature
from area effects, such as the explosion o f a fireball.
If the warded creature makes an attack or casts a spell
that affects an enemy creature, this spell ends.
Sh ie l d o f Fa i t h
1st-level abjuration
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit o f
holy text written on it)
Casting Time: 1 action
2nd LEVEL SPELLS Range: 30 feet
#LesserRestoration
Components: V
2nd-level abjuration Duration: 1 minute
Casting Time: 1 action You can blind or deafen a foe. Choose one creature that
Range: Touch you can see within range to make a Constitution saving
Components: V, S throw. If it fails, the target is either blinded or deafened
Duration: Instantaneous (your choice) for the duration. At the end o f each of its
You touch a creature and can end either one disease or turns, the target can make a Constitution saving throw.
one condition afflicting it. The condition can be blinded, On a success, the spell ends.
deafened, paralyzed, or poisoned. At Higher Levels. When you cast this spell using
a spell slot o f 3rd level or higher, you can target one
#SpiritualWeapon
additional creature for each slot level above 2nd.
2nd-level evocation
Casting Time: 1 bonus action C alm E motions
Range: 60 feet
2nd-level enchantment
Components: V, S
Casting Time: 1 action
Duration: 1 minute
Range: 60 feet
You create a floating, spectral weapon within range that
Components: V, S
lasts for the duration or until you cast this spell again.
Duration: Concentration, up to 1 minute
When you cast the spell, you can make a melee spell
You attempt to suppress strong emotions in a group
attack against a creature within 5 feet o f the weapon. On
o f people. Each humanoid in a 20-foot-radius sphere
a hit, the target takes force damage equal to 1d8 + your
centered on a point you choose within range must make
spellcasting ability modifier.
a Charisma saving throw; a creature can choose to
As a bonus action on your turn, you can move the
fail this saving throw if it w ishes. If a creature fails its
weapon up to 20 feet and repeat the attack against a
saving throw, choose one o f the following two effects.
creature within 5 feet o f it.
You can suppress any effect causing a target to be
The weapon can take whatever form you choose.
charmed or frightened. When this spell ends, any
Clerics o f deities who are associated with a particular
suppressed effect resumes, provided that its duration
weapon (as St. Cuthbert is known for his mace
has not expired in the meantime.
and Thor for his hammer) make this spell’s effect
Alternatively, you can make a target indifferent about
resemble that weapon.
creatures o f your choice that it is hostile toward. This
At Higher Levels. When you cast this spell using a indifference ends if the target is attacked or harmed by
spell slot o f 3rd level or higher, the damage increases by a spell or if it w itnesses any o f its friends being harmed.
1d8 for every two slot levels above the 2nd.
When the spell ends, the creature becomes hostile
again, unless the DM rules otherwise.
A id
2nd-level abjuration C ontinual F lame
Casting Time: 1 action
2nd-level evocation
Range: 30 feet
Casting Time: 1 action
Components: V, S, M (a tiny strip o f white cloth)
Range: Touch
Duration: 8 hours
Components: V, S, M (ruby dust worth 50 gp, which the
Your spell bolsters your allies with toughness and
spell consumes)
resolve. Choose up to three creatures within range.
Duration: Until dispelled
Each target’s hit point maximum and current hit points
A flame, equivalent in brightness to a torch, springs
increase by 5 for the duration.
forth from an object that you touch. The effect looks like
At Higher Levels. When you cast this spell using a regular flame, but it creates no heat and doesn’t use
a spell slot o f 3rd level or higher, a target’s hit points
oxygen. A continual flame can be covered or hidden but
increase by an additional 5 for each slot level above 2nd.
not smothered or quenched.
A ugury
E nhance A bility
2nd-level divination (ritual)
2nd-level transmutation
Casting Time: 1 minute
Casting Time: 1 action
Range: Self
Range: Touch
Components: V, S, M (specially marked sticks, bones,
Components: V, S, M (fur or a feather from a beast)
or similar tokens w orth at least 25 gp)
Duration: Concentration, up to 1 hour.
Duration: Instantaneous
You touch a creature and bestow upon it a magical
By casting gem-inlaid sticks, rolling dragon bones,
enhancement. Choose one o f the following effects; the
laying out ornate cards, or employing some other
target gains that effect until the spell ends.
divining tool, you receive an omen from an otherworldly
entity about the results o f a specific course o f action that Bear’s Endurance. The target has advantage on
you plan to take within the next 30 minutes. The DM Constitution checks. It also gains 2d6 temporary hit
chooses from the following possible omens: points, which are lost when the spell ends.
• Weal, for good results Bull’s Strength. The target has advantage
• Woe, for bad results on Strength checks, and his or her carrying
capacity doubles.
• Weal and woe, for both good and bad results
Cat’s Grace. The target has advantage on Dexterity
• Nothing, for results that aren’t especially good or bad
checks. It also doesn’t take damage from falling 20 feet
The spell doesn’t take into account any possible
or less if it isn’t incapacitated.
circumstances that might change the outcome, such
as the casting o f additional spells or the loss or gain
Eagle’s Splendor. The target has advantage on
Charisma checks.
o f a companion.
If you cast the spell two or more times before Fox’s Cunning. The target has advantage on
completing your next long rest, there is a cumulative 25 Intelligence checks.
percent chance for each casting after the first that you Owl’s Wisdom. The target has advantage on
get a random reading. The DM makes this roll in secret. Wisdom checks.
At Higher Levels. When you cast this spell using
a spell slot o f 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
F in d T r a p s
2nd-level divination
B l in d n e s s /D eafness Casting Time: 1 action
2nd-level necromancy Range: 120 feet
Components: V, S within range each regain hit points equal to 2d8 + your
Duration: Instantaneous spellcasting ability modifier. This spell has no effect on
You sense the presence o f any trap within range that undead or constructs.
is within line o f sight. A trap, for the purpose o f this At Higher Levels. When you cast this spell using a
spell, includes anything that w ould inflict a sudden or spell slot o f 3rd level or higher, the healing increases by
unexpected effect you consider harmful or undesirable, 1d8 for each slot level above 2nd.
which w as specifically intended as such by its creator.
Thus, the spell w ould sense an area affected by the P r o t e c t io n f r o m P oison
alarm spell, a glyph o f warding, or a mechanical pit trap, 2nd-level abjuration
but it w ould not reveal a natural weakness in the floor, Casting Time: 1 action
an unstable ceiling, or a hidden sinkhole. Range: Touch
This spell merely reveals that a trap is present. You Components: V, S
don’t learn the location of each trap, but you do learn the Duration: 1 hour
general nature o f the danger posed by a trap you sense. You touch a creature. If it is poisoned, you neutralize the
poison. If more than one poison afflicts the target, you
G entle R epose neutralize one poison that you know is present, or you
2nd-level necromancy (ritual) neutralize one at random.
Casting Time: 1 action For the duration, the target has advantage on saving
Range: Touch throws against being poisoned, and it has resistance to
Components: V, S, M (a pinch o f salt and one copper poison damage.
piece placed on each o f the corpse’s eyes, which must
remain there for the duration) Sil e n c e
Duration: 10 days 2nd-level illusion (ritual)
You touch a corpse or other remains. For the Casting Time: 1 action
duration, the target is protected from decay and can’t Range: 120 feet
become undead. Components: V, S
The spell also effectively extends the time limit on Duration: Concentration, up to 10 minutes
raising the target from the dead, since days spent under For the duration, no sound can be created within or
the influence o f this spell don’t count against the time pass through a 20-foot-radius sphere centered on a
limit o f spells such as raise dead. point you choose within range. Any creature or object
entirely inside the sphere is immune to thunder damage,
H old P erson and creatures are deafened while entirely inside it.
2nd-level enchantment Casting a spell that includes a verbal component is
Casting Time: 1 action
Range: 60 feet W a r d in g B o n d
Components: V, S, M (a small, straight piece o f iron) 2nd-level abjuration
Duration: Concentration, up to 1 minute Casting Time: 1 action
Choose a humanoid that you can see within range. Range: Touch
The target must succeed on a W isdom saving throw Components: V, S, M (a pair o f platinum rings worth at
or be paralyzed for the duration. At the end o f each of least 50 gp each, which you and the target must w ear
its turns, the target can make another Wisdom saving for the duration)
throw. On a success, the spell ends on the target. Duration: 1 hour
At Higher Levels. When you cast this spell using This spell wards a willing creature you touch and
a spell slot o f 3rd level or higher, you can target one creates a mystic connection between you and the target
additional humanoid for each slot level above 2nd. The until the spell ends. While the target is within 60 feet of
humanoids must be within 30 feet o f each other when you, it gains a +1 bonus to AC and saving throws, and
you target them. it has resistance to all damage. Also, each time it takes
damage, you take the same amount o f damage.
The spell ends if you drop to 0 hit points or if you
L ocate O b je c t and the target become separated by more than 60 feet.
2nd-level divination It also ends if the spell is cast again on either o f the
Casting Time: 1 action connected creatures. You can also dismiss the spell
Range: Self as an action.
Components: V, S, M (a forked twig)
Duration: Concentration, up to 10 minutes ZoneofTruth
Describe or name an object that is familiar to you. You 2nd-level enchantment
sense the direction to the object’s location, as long as Casting Time: 1 action
that object is within 1,000 feet o f you. If the object is in Range: 60 feet
motion, you know the direction of its movement. Components: V, S
The spell can locate a specific object known to you, Duration: 10 minutes
as long as you have seen it up close—within 30 feet—at You create a magical zone that guards against deception
least once. Alternatively, the spell can locate the nearest in a 15-foot-radius sphere centered on a point o f your
object o f a particular kind, such as a certain kind of choice within range. Until the spell ends, a creature
apparel, jewelry, furniture, tool, or w eapon. that enters the spell’s area for the first time on a turn
This spell can’t locate an object if any thickness of or starts its turn there must make a Charisma saving
lead, even a thin sheet, blocks a direct path between you throw. On a failed save, a creature can’t speak a
and the object. deliberate lie while in the radius. You know whether
each creature succeeds or fails on its saving throw.
An affected creature is aware o f the spell and can thus
avoid answering questions to which it would normally
respond with a lie. Such a creature can be evasive in
its answers as long as it remains within the boundaries
o f the truth.
P rayerof H e a l in g
2nd-level evocation
Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous
Up to six creatures o f your choice that you can see
Casting Time: 1 action
3rd LEVEL SPELLS Range: Touch
# B e a c o n o f H o pe
Components: V, S
3rd-level abjuration Duration: Concentration, up to 1 minute
Casting Time: 1 action You touch a creature, and that creature must succeed
Range: 30 feet on a W isdom saving throw or become cursed for the
Components: V, S duration o f the spell. When you cast this spell, choose
Duration: Concentration, up to 1 minute the nature o f the curse from the following options:
This spell bestows hope and vitality. Choose any • Choose one ability score. While cursed, the target
number of creatures within range. For the duration, has disadvantage on ability checks and saving throws
each target has advantage on W isdom saving throws made with that ability score.
and death saving throws, and regains the maximum • While cursed, the target has disadvantage on attack
number of hit points possible from any healing. rolls against you.
• While cursed, the target must make a W isdom saving
#Revivify throw at the start o f each o f its turns. If it fails, it
3rd-level conjuration wastes its action that turn doing nothing.
Casting Time: 1 action • While the target is cursed, your attacks and spells
Range: Touch deal an extra 1d8 necrotic damage to the target.
Components: V, S, M (diamonds worth 300 gp, which A remove curse spell ends this effect. At the DM’s
the spell consumes) option, you may choose an alternative curse effect, but
Duration: Instantaneous it should be no more powerful than those described
You touch a creature that has died within the last above. The DM has final say on such a curse’s effect.
minute. That creature returns to life with 1 hit point. At Higher Levels. If you cast this spell using a spell
This spell can’t return to life a creature that has died of slot o f 4th level or higher, the duration is concentration,
old age, nor can it restore any missing body parts. up to 10 minutes. If you use a spell slot o f 5th level or
higher, the duration is 8 hours. If you use a spell slot of
A n im a t e D ead
7th level or higher, the duration is 24 hours. If you use
3rd-level necromancy a 9th level spell slot, the spell lasts until it is dispelled.
Casting Time: 1 minute Using a spell slot o f 5th level or higher grants a duration
Range: 10 feet that doesn’t require concentration.
Components: V, S, M (a drop o f blood, a piece o f flesh,
and a pinch o f bone dust) C lairvoyance
Duration: Instantaneous 3rd-level divination
This spell creates an undead servant. Choose a pile Casting Time: 10 minutes
o f bones or a corpse o f a Medium or Small humanoid Range: 1 mile
within range. Your spell imbues the target with a foul Components: V, S, M (a focus worth at least 100
mimicry o f life, raising it as an undead creature. The gp, either a jeweled horn for hearing or a glass
target becomes a skeleton if you chose bones or a eye for seeing)
zombie if you chose a corpse (the DM has the creature’s Duration: Concentration, up to 10 minutes
game statistics). You create an invisible sensor within range in a location
On each o f your turns, you can use a bonus action familiar to you (a place you have visited or seen before)
to mentally command any creature you made with or in an obvious location that is unfamiliar to you (such
this spell if the creature is within 60 feet o f you (if you as behind a door, around a corner, or in a grove o f trees).
control multiple creatures, you can command any or all The sensor remains in place for the duration, and it
o f them at the same time, issuing the same command to can’t be attacked or otherwise interacted with.
each one). You decide what action the creature will take When you cast the spell, you choose seeing or
and where it w ill move during its next turn, or you can hearing. You can use the chosen sense through the
issue a general command, such as to guard a particular sensor as if you were in its space. A s your action, you
chamber or corridor. If you issue no commands, the can switch between seeing and hearing.
creature only defends itself against hostile creatures. A creature that can see the sensor (such as a creature
Once given an order, the creature continues to follow it
benefiting from see invisibility or truesight) sees a
until its task is complete.
luminous, intangible orb about the size o f your fist.
The creature is under your control for 24 hours,
after which it stops obeying any command you’ve given
D aylight
it. To maintain control o f the creature for another
24 hours, you must cast this spell on the creature 3rd-level evocation
again before the current 24-hour period ends. This Casting Time: 1 action
use o f the spell reasserts your control over up to four Range: 60 feet
creatures you have animated with this spell, rather than Components: V, S
animating a new one. Duration: 1 hour
At Higher Levels. When you cast this spell using a A 60-foot-radius sphere o f light spreads out from a point
you choose within range. The sphere is bright light and
spell slot o f 4th level or higher, you animate or reassert
sheds dim light for an additional 60 feet.
control over two additional undead creatures for each
If you chose a point on an object you are holding or
slot level above 3rd. Each o f the creatures must come
one that isn’t being w orn or carried, the light shines
from a different corpse or pile o f bones.
from the object and moves with it. Completely covering
the affected object with an opaque object, such as a bowl
C reate Fo o d a n d W ater
or a helm, blocks the light.
3rd-level conjuration If any o f this spell’s area overlaps with an area of
Casting Time: 1 action darkness created by a spell o f 3rd level or lower, the
Range: 30 feet spell that created the darkness is dispelled.
Components: V, S
Duration: Instantaneous
You create 45 pounds o f food and 30 gallons o f water
on the ground or in containers within range, enough
to sustain up to fifteen humanoids or five steeds for
24 hours. The food is bland but nourishing, and spoils
if uneaten after 24 hours. The water is clean and
doesn’t go bad.
D is p e l M a g ic
B estow C u r se
3rd-level abjuration
Casting Time: 1 action
3rd-level necromancy Range: 120 feet
Components: V, S Duration: Until dispelled or triggered
Duration: Instantaneous When you cast this spell, you inscribe a glyph that
Choose one creature, object, or magical effect within harms other creatures, either upon a surface (such as
range. Any spell of 3rd level or lower on the target ends. a table or a section o f floor or wall) or within an object
For each spell o f 4th level or higher on the target, make that can be closed (such as a book, a scroll, or a treasure
an ability check using your spellcasting ability. The chest) to conceal the glyph. If you choose a surface, the
DC equals 10 + the spell’s level. On a successful check, glyph can cover an area o f the surface no larger than
the spell ends. 10 feet in diameter. If you choose an object, that object
At Higher Levels. When you cast this spell using a must remain in its place; if the object is moved more
spell slot o f 4th level or higher, you automatically end than 10 feet from where you cast this spell, the glyph is
the effects o f a spell on the target if the spell’s level is broken, and the spell ends without being triggered.
equal to or less than the level o f the spell slot you used. The glyph is nearly invisible and requires a successful
Intelligence (Investigation) check against your spell save
F e ig n D eath DC to be found. You decide what triggers the glyph when
3rd-level necromancy (ritual) you cast the spell. For glyphs inscribed on a surface, the
Casting Time: 1 action most typical triggers include touching or standing on the
Range: Touch glyph, removing another object covering the glyph,
Components: V, S, M (a pinch o f graveyard dirt) approaching within a certain distance o f the glyph, or
Duration: 1 hour manipulating the object on which the glyph is inscribed.
You touch a willing creature and put it into a cataleptic For glyphs inscribed within an object, the most common
state that is indistinguishable from death. triggers include opening that object, approaching within
For the spell’s duration, or until you use an action a certain distance o f the object, or seeing or reading the
to touch the target and dismiss the spell, the target glyph. Once a glyph is triggered, this spell ends.
appears dead to all outward inspection and to spells You can further refine the trigger so the spell activates
used to determine the target’s status. The target is only under certain circumstances or according to
blinded and incapacitated, and its speed drops to 0. physical characteristics (such as height or weight),
The target has resistance to all damage except psychic creature kind (for example, the ward could be set to
damage. If the target is diseased or poisoned when you affect aberrations or drow), or alignment. You can also
cast the spell, or b ecomes diseased or poisoned while set conditions for creatures that don’t trigger the glyph,
under the spell’s effect, the disease and poison have no such as those w ho say a certain password.
effect until the spell ends. When you inscribe the glyph, choose explosive runes
or a spell glyph.
M agic C ir c l e Explosive Runes. When triggered, the glyph erupts
3rd-level abjuration with magical energy in a 20-foot-radius sphere centered
Casting Time: 1 minute on the glyph. The sphere spreads around corners. Each
Range: 10 feet creature in the area must make a Dexterity saving
Components: V, S, M (holy water or powdered throw. A creature takes 5d8 acid, cold, fire, lightning, or
silver and iron worth at least 100 gp, which the thunder damage on a failed saving throw (your choice
spell consumes) when you create the glyph), or half as much damage on a
Duration: 1 hour successful one.
You create a 10-foot-radius, 20-foot-tall cylinder o f Spell Glyph. You can store a prepared spell of
magical energy centered on a point on the ground 3rd level or lower in the glyph by casting it as part
that you can see within range. Glowing runes appear o f creating the glyph. The spell must target a single
wherever the cylinder intersects with the floor or creature or an area. The spell being stored has no
other surface. immediate effect when cast in this way. When the glyph
Choose one or more of the following types o f is triggered, the stored spell is cast. If the spell has a
creatures: celestials, elementals, fey, fiends, or undead. target, it targets the creature that triggered the glyph.
The circle affects a creature o f the chosen type in the If the spell affects an area, the area is centered on
following ways: that creature. If the spell summons hostile creatures
• The creature can’t w illingly enter the cylinder by or creates harmful objects or traps, they appear as
nonmagical means. If the creature tries to use teleportation close as possible to the intruder and attack it. If the
or interplanar travel to do so, it must first spell requires concentration, it lasts until the end o f its
succeed on a Charisma saving throw. full duration.
• The creature has disadvantage on attack rolls against At Higher Levels. When you cast this spell using
targets within the cylinder. a spell slot o f 4th level or higher, the damage o f an
• Targets within the cylinder can’t be charmed, frightened, explosive runes glyph increases by 1d8 for each slot
or possessed by the creature.
level above 3rd. If you create a spell glyph, you can store
When you cast this spell, you can elect to cause its
any spell o f up to the same level as the slot you use for
magic to operate in the reverse direction, preventing a
creature o f the specified type from leaving the cylinder the glyph o f warding.
and protecting targets outside it.
M ass H ealing W ord
At Higher Levels. When you cast this spell using a
spell slot o f 4th level or higher, the duration increases by 3rd-level evocation
1 hour for each slot level above 3rd. Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous
As you call out words o f restoration, up to six creatures
o f your choice that you can see within range regain hit
points equal to 1d4 + your spellcasting ability modifier.
This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a
spell slot o f 4th level or higher, the healing increases by
1d4 for each slot level above 3rd.
M e l d i n t o St o n e
3rd-level transmutation (ritual)
G lyphof Wa r d i n g Casting Time: 1 action
3rd-level abjuration Range: Touch
Casting Time: 1 hour Components: V, S
Range: Touch Duration: 8 hours
Components: V, S, M (incense and powdered diamond You step into a stone object or surface large enough to
worth at least 200 gp, which the spell consumes) fully contain your body, melding yourself and all the
equipment you carry with the stone for the duration. was the target o f this spell within the last 10 days.
Using your movement, you step into the stone at a point Until the spell ends, you can ask the corpse up to five
you can touch. Nothing o f your presence remains visible questions. The corpse knows only what it knew in life,
or otherwise detectable by nonmagical senses. including the languages it knew. Answers are usually
While merged with the stone, you can’t see what brief, cryptic, or repetitive, and the corpse is under no
occurs outside it, and any Wisdom (Perception) checks compulsion to offer a truthful answer if you are hostile
you make to hear sounds outside it are made with to it or it recognizes you as an enemy. This spell doesn’t
disadvantage. You remain aware o f the passage of return the creature’s soul to its body, only its animating
time and can cast spells on yourself while merged in spirit. Thus, the corpse can’t learn new information,
the stone. You can use your movement to leave the doesn’t comprehend anything that has happened since it
stone where you entered it, which ends the spell. You died, and can’t speculate about future events.
otherwise can’t move.
Minor physical damage to the stone doesn’t harm Sp i r i t G u a r d ia n s
you, but its partial destruction or a change in its shape 3rd-level conjuration
(to the extent that you no longer fit w ithin it) expels you Casting Time: 1 action
and deals 6d6 bludgeoning damage to you. The stone’s Range: Sel f (15-foot radius)
complete destruction (or transmutation into a different Components: V, S, M (a holy symbol)
substance) expels you and deals 50 bludgeoning damage Duration: Concentration, up to 10 minutes
to you. If expelled, you fall prone in an unoccupied space You call forth spirits to protect you. They flit around you
closest to where you first entered. to a distance of 15 feet for the duration. If you are good
or neutral, their spectral form appears angelic or fey
P r o t e c t io n f r o m E nergy (your choice). If you are evil, they appear fiendish.
3rd-level abjuration When you cast this spell, you can designate any
Casting Time: 1 action number o f creatures you can see to be unaffected by it.
Range: Touch An affected creature’s speed is halved in the area, and
Components: V, S when the creature enters the area for the first time on
Duration: Concentration, up to 1 hour a turn or starts its turn there, it must make a Wisdom
For the duration, the w illing creature you touch has saving throw. On a failed save, the creature takes 3d8
resistance to one damage type o f your choice: acid, cold, radiant damage (if you are good or neutral) or 3d8
fire, lightning, or thunder. necrotic damage (if you are evil). On a successful save,
the creature takes half as much damage.
R emove C urse At Higher Levels. When you cast this spell using a
3rd-level abjuration spell slot o f 4th level or higher, the damage increases by
Casting Time: 1 action 1d8 for each slot level above 3rd.
Range: Touch
Components: V, S T ongues
Duration: Instantaneous 3rd-level divination
At your touch, all curses affecting one creature or Casting Time: 1 action
object end. If the object is a cursed magic item, its curse Range: Touch
remains, but the spell breaks its owner’s attunement to Components: V, M (a small clay model o f a ziggurat)
the object so it can be removed or discarded. Duration: 1 hour
This spell grants the creature you touch the ability to
Se n d in g understand any spoken language it hears. Moreover,
3rd-level evocation when the target speaks, any creature that knows at
Casting Time: 1 action least one language and can hear the target understands
Range: Unlimited what it says.
Components: V, S, M (a short piece o f fine copper wire)
Duration: 1 round W ater W alk
You send a short message o f twenty-five words or 3rd-level transmutation (ritual)
less to a creature with which you are familiar. The Casting Time: 1 action
creature hears the message in its mind, recognizes Range: 30 feet
you as the sender if it knows you, and can answer in a Components: V, S, M (a piece of cork)
like manner immediately. The spell enables creatures Duration: 1 hour
with Intelligence scores o f at least 1 to understand the This spell grants the ability to move across any liquid
meaning o f your message. surface—such as water, acid, mud, snow, quicksand,
You can send the message across any distance and or lava—as if it were harmless solid ground (creatures
even to other planes o f existence, but if the target is on a crossing molten lava can still take damage from the
different plane than you, there is a 5 percent chance that heat). Up to ten willing creatures you can see within
the message doesn’t arrive. range gain this ability for the duration.
If you target a creature submerged in a liquid, the
spell carries the target to the surface o f the liquid at a
rate o f 60 feet per round.
S peakwith D ead
3rd-level necromancy
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (burning incense)
Duration: 10 minutes
You grant the semblance o f life and intelligence to a
corpse of your choice within range, allowing it to answer
the questions you pose. The corpse must still have a
mouth and can’t be undead. The spell fails if the corpse