Druid Spells
Cantrips

Casting Time: 1 action
Range: 60 feet
Components:S
Duration: Instantaneous or 1 hour

Using your action, you transmute a nonmagical flame you can see that is no larger than a 5-foot cube in one of the following ways:

  • You spread the fire 5 feet in a direction, provided kindling material is present in the new location.
  • You extinguish the flames.
  • You double or halve the radius of the bright/dim light cast by the flame, change its color, or both. The effect lasts for 1 hour.
  • You cause simple shapes flicker in the flames. The effect lasts for 1 hour.

You can have three durational effects active at a time, and you can dismiss a single effect as an action.

Casting Time: 1 action
Range: 60 feet
Components:V, S
Duration: Concentration, up to 1 minute

Using your action, you conjure a magic bonfire that fills a 5-foot cube. Any creature in the fire's space must pass a Dexterity save or take 1d8 fire damage. A creature must also make the save when it moves into the bonfire's space or ends its turn there. The bonfire ignites flammable objects in its area that aren't being worn or carried.

At Higher Levels:The spell's damage die increases by 1d8 at levels 5th, 11th, and 17th level.

Casting Time: 1 action
Range: 30 feet
Components:V, S
Duration: Instantaneous

You use your action to create one of the following effects within range:

  • You create a harmless sensory effect that predicts what the weather will be for the next 24 hours. This effect lasts for 6 seconds, or 1 round.
  • You make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create a harmless nature-related sensory effect. The effect must fit in a 5-foot cube.
  • You light or put out a small flame.

Casting Time: 1 action
Range: 60 feet
Components:V, S
Duration: Instantaneous

You use your action to cause a bitterly cold frost to cover a creature you can see, forcing them to make a Constitution save. On failure, it takes 1d6 cold damage and has disadvantage on the next weapon attack roll it makes before the end of its next turn.

At Higher Levels:The spell's damage die increases by 1d6 at levels 5th, 11th, and 17th level.

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch a willing creature, granting it a 1d4 bonus to one ability check of its choice. The spell then ends. The target can roll the die before or after making the check.

Casting Time: 1 action
Range: 30 feet
Components:V, S
Duration: Instantaneous

Using your action, you transmute the air to create of the following effects:

  • One Medium or smaller creature that you choose must pass a Strength save or be shoved up to 5 feet away from you.
  • You create a gust that can gently push an object that weighs 5 lbs or less and isn't held or carried up to 10 feet away from you.
  • You create a sensory effect that cannot inflict harm using the air.

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (living flea)
Duration: Instantaneous

The target must pass a Constitution save or take 1d6 poison damage and move 5 feet in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn't provoke opportunity attacks, and if the target can't move or the direction is blocked, it doesn't move.

At Higher Levels:The damage increases by 1d6 when you reach 5th, 11th, and 17th level.

Casting Time: 1 bonus action
Range: Touch
Components: V, S
Duration: 1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, the attacker adds your spellcasting ability modifier, not the attacker's, to the attack roll. On hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or misses, the spell ends on the stone.

If you cast this spell again, the spell ends on any pebbles affected by your previous casting.

Casting Time: 1 minute
Range: Touch
Components:V, S, M (2 lodestones)
Duration: Instantaneous

You take a minute to cast this spell, and it fixes a break or tear in an object you touch while leaving no traces of the damage. The damage can't be longer than 1 foot in any dimension. The spell can fix constructs and magic items, but can't restore magical properties.

Casting Time: 1 action
Range: 30 feet
Components:S
Duration: Instantaneous/1 hour

Choose a portion of dirt or stone that you can see and fits in a 5-foot cube. You change it in one of the following ways:

  • If you target loose earth, you can move it up to 5 feet away. This movement doesn't deal damage.
  • You cause shapes and colors to appear. The changes last for 1 hour.
  • You cause the ground to become difficult terrain, or make difficult terrain become normal. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss an effect as an action.

Casting Time: 1 action
Range: 10 feet
Components:V, S
Duration: Instantaneous

You throw a puff of poisonous gas at a creature you can see, forcing them to pass a Constitution save or take 1d12 poison damage.

At Higher Levels:The spell's damage die increases by 1d12 at levels 5, 11, and 17.

Casting Time: 1 action
Range: Self
Components:S
Duration: Instantaneous

Make a melee spell attack. On hit, the target takes 1d10 acid damage.

At Higher Levels:The spell's damage die increases by 1d10 at levels 5, 11, and 17.

Casting Time: 1 action
Range: Self
Components:V, S
Duration: 10 minutes

You use your action to conjure a small flame in your hand that harms neither you nor your equipment. It sheds 10 feet of bright light and an additional 10 feet of dim light. The spell ends if you use an action to dismiss the flame or cast this spell again.

As part of your action on the turn that you cast this spell, or on a later turn, you can throw the fire at a creature you can see within 30 feet of you. Make a ranged spell attack. On hit, the target takes 1d8 fire damage, and the spell ends.

At Higher Levels:The spell's damage die increases by 1d8 at levels 5, 11, and 17.

Casting Time: 1 action
Range: Touch
Components:V, S, M (miniature cloak)
Duration: Concentration, up to 1 minute

You use your action to touch a willing creature, granting it a 1d4 bonus to one saving throw of its choice. The spell then ends. The target can roll the die before or after making the check.

Casting Time: 1 action
Range: 30 feet
Components:S
Duration: Instantaneous/1 hour

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

  • You move the water up to 5 feet in any direction. This movement doesn't cause damage.
  • You cause the water to form into simple shapes and animate. This change lasts for 1 hour.
  • You change the water's color or opacity. This change lasts for 1 hour.
  • You freeze the water, provided there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Casting Time: 1 bonus action
Range: Touch
Components:V, S, M (mistletoe, shamrock, club or quarterstaff)
Duration: 1 minute

You use your bonus action to touch a club or quarterstaff. For the duration thereafter, you can use your spellcasting ability modifier instead of Strength for the weapon, and its damage die becomes a d8. It also becomes a magical weapon if it isn't already. The spell ends if you cast it again or if you let go of the weapon.

Casting Time: 1 action
Range: 30 feet
Components:V, S, M (Stem of a thorned plant)
Duration: Instantaneous

Make a melee spell attack against a creature within range. On a hit, the target takes 1d6 piercing damage, and if it's Large or smaller, you pull it up to 10 feet closer to you.

At Higher Levels:The spell's damage die increases by 1d6 at levels 5, 11, and 17.

Casting Time: 1 action
Range: Self (5ft radius)
Components: S
Duration: Instantaneous

Each creature in range besides you must pass a Constitution save or take 1d6 thunder damage. Thunder can be heard up to 100 feet away.

At Higher Levels:The damage increases by 1d6 when you reach 5th, 11th, and 17th level.

First Level

Casting Time: 1 reaction
Range: Self
Components: S
Duration: 1 round

When hit with acid, cold, fire, lightning, or thunder damage, you can use your reaction to have resistance to it until the start of your next turn, including against the triggering attack. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 of the damage type.

At Higher Levels:The damage increases by 1d6 when you reach 5th, 11th, and 17th level.

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (morsel of food)
Duration: 24 Hours

Choose a beast that you can see. It must be able to see and hear you. If its Intelligence is 4 or higher, the spell fails. Otherwise, it must pass a Wisdom save or be charmed by you. If you or one of your companions harms it, the spell ends.

Casting Time: 1 action
Range: Touch
Components: V, S, M (fur wrapped in cloth)
Duration: Concentration, up to 10 minutes

You make a telepathic link with one beast that is friendly or charmed by you. The spell fails if the beast's Intelligence is 4 or higher. The link is active while you and the beast can see each other. Through telepathy, the beast can understand you, and can communicate simple emotions and concepts. Also while the link is active, the beast has advantage on attacks against any creature it can see within 5 feet of you.

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: One Hour

A humanoid you can see must succeed on a Wisdom saving throw, with advantage if you are currently fighting it, or it becomes charmed by you until the spell ends or someone in your party harms it. It will know it has been charmed when the spell ends.

At Higher Levels: You can target one additional creature for each slot level above 1st. They must be within 30 feet of each other when you target them.

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (water(creat)/Sand(destroy)))
Duration: Instantaneous

In an open container, you can create up to 10 gallons of drinkable water. You may also produce a rain that falls within a 30-foot cube and extinguishes open-air flames.

You can destroy the same amount of water in an open container, or destroy a 30-foot cube of fog.

At Higher Levels: Increase the amount of water by another 10 gallons, or the cube size by 5 feet, for each level above 1st.

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: The healing increases by 1d8 for each slot level above 1st.

Casting Time: 1 action (Ritual)
Range: Self
Components: V, S
Duration : Concentration, up to 10 minutes

An aura forms around objects or creatures you can see, indicating that it is magical. It must be within 30 feet. You also learn its school of magic, if it has one.

This spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Casting Time: 1 action (Ritual)
Range: Self
Components: V, S, M (Yew leaf)
Duration: Concentration, up to 10 minutes

If they exist or appear within 30 feet, you sense the presence of poisons, poisonous creatures, and diseases. Their location and type also become known to you.

This spell is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Casting Time: 1 action
Range: Self (10ft radius)
Components: V, S
Duration: Instantaneous

Each creature besides you must make a Dexterity save. On a fail, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth, it becomes difficult terrain until cleared. Each 5-foot diameter portion requires at least 1 minute to clear by hand.

At Higher Levels: The damage increases by 1d6 for each slot level above 1st.

Casting Time: 1 action (Ritual)
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute

Plants that grab and entwine fill a 20-foot square with a point of origin that you choose. The area becomes difficult terrain. When the spell ends, the plants wilt away.

If a creature is standing in the area when you cast the spell it must pass a Strength save or be restrained. A restrained creature can release itself by using its action to attempt another Strength save, being freed on a success.

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

Blue, green, or violet lights outline objects inside a 20-foot cube of space. All creatures in the area make a Dexterity save or be cast in light as well. The light cast by this spell illuminates a 10-foot radius.

Attacks against affected creatures are made with advantage, and affected creature or object (if applicable) will no longer be invisible.

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour

A 20-foot-radius sphere of fog appears within range of you until a wind of at least 10 miles per hour blows it away, or until the spell ends. The fog is centered on a point you choose, spreading around corners and heavily obscuring the area it fills.

At Higher Levels: The radius of the fog cloud increases by 20 feet for each spell level you cast this spell above the first.

Casting Time: 1 action
Range: Touch
Components: V, S, M (Sprig of mistletoe)
Duration: Instantaneous

Up to ten magic berries appear. A creature can use its action to eat one berry. Eating a berry restores 1 hit point and provides enough nourishment to sustain a creature for a day.

The berries lose their magic if they haven't been eaten within 24 hours.

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

A creature you can see regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: The healing increases by 1d4 for each slot level above 1st.

Casting Time: 1 action
Range: 60 feet
Components: V, M (Water/ice)
Duration: Instantaneous

Make a ranged spell attack. On hit, the target takes 1d10 piercing damage. Hit or miss, the knife explodes. The target and each creature within 5 feet must pass a Dexterity save or take 2d6 cold damage.

At Higher Levels: The cold damage increases by 1d6 for each slot level above first.

Casting Time: 1 action
Range: Touch
Components: V, S, M (Grasshopper's hind leg)
Duration: 1 minute

The target's jump distance is tripled until the spell ends.

Casting Time: 1 action
Range: Touch
Components: V, S, M (Dirt)
Duration: 1 hour

The target’s speed increases by 10 feet until the spell ends.

At Higher Levels: You can target one additional creature for each slot level above 1st.

Casting Time: 1 action (Ritual)
Range: 10 feet
Components: V, S
Duration: Instantaneous

Non-magical food and drink within a 5-foot-radius sphere centered on a point is rendered free of poison and disease.

Casting Time: 1 minute
Range:Touch
Components: S, M (25 feet of rope; consumed)
Duration: 8 hours

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disppears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet feet above the ground or floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.

Casting Time: 1 action (Ritual)
Range: Self
Components: V, S
Duration: 10 minutes

Although limited by the intelligence of the beast, you can understand and speak with beasts. You learn about the beast's experiences over the last day, as well as local places and creatures.

If your DM allows, the beast may also complete a small task for you, if you can successfully convince it to do so.

Casting Time: 1 action
Range: Self (15ft cube)
Components: V, S
Duration: Instantaneous

Each creature in a 15-foot cube originating from you must make a Constitution save. On failure, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a success, the creature takes half damage and isn't pushed.

Unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect. The spell emits a thunderous boom audible out to 300 feet.

At Higher Levels: The damage increases by 1d8 for each slot level above 1st.

Second Level

Casting Time: 1 action (Ritual)
Range: 30 feet
Components: V, S, M (morsel of food)
Duration: 24 hours

A tiny beast will send a message for you, but you must be able to see it within range of you, and you must have already been to the location (no more than 25 miles away, or 50 if the messenger flies, per 24 hours of travel) you will send it.

The animal messenger will speak up to 25 words to only the creature matching a description you give. If the messenger doesn't arrive at your specified location before the spell ends, the message is lost and the beast will return to where you first found it.

At Higher Levels: The duration of the spell increases by 48 hours for each slot level above 2nd.

Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful of oak bark)
Duration: Concentration, up to 1 hour

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

Casting Time: 1 action (Ritual)
Range: Touch
Components: S
Duration: Concentration, up to 1 hour

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses.

Casting Time: 1 action
Range: Touch
Components: V, S, M (either a pinch of dried carrot or an agate)
Duration: 8 hours

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.

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (pinch of dust)
Duration: Concentration, up to 1 minute

Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.

Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.

As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its 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.

Casting Time: 1 action
Range: 300 feet
Components: V
Duration: Concentration, up to 1 minute

Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.

Casting Time: 1 action
Range: Touch
Components: V, S, M (fur or feather)
Duration:Concentration, up to 1 minute

A creature you touch gains one of the following effects until the spell ends.


  • Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
  • Bull's Strength: The target has advantage on Strength checks, and its carrying capacity doubles.
  • Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
  • Eagle's Splendor: The target has advantage on Charisma checks.
  • Fox's Cunning: The target has advantage on Intelligence checks.
  • Owl's Wisdom: The target has advantage on Wisdom checks.


At Higher Levels: You can target one additional creature for each slot about 2nd.

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

The basic nature of any traps within range becomes known to you, though you do not learn their location. Natural weaknesses in the environment are not considered traps for the purposes of this spell, but any environmental feature that might harm you or result in some undesirable consequence, and was set up by someone intentionally to do so, is.

Casting Time: 1 bonus action
Range: Self
Components: V, S, M (leaf of sumac)
Duration: Concentration, up to 10 minutes

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (bit of tallow, pinch of brimstone, and a dusting of powdered iron)
Duration: Concentration, up to 1 minute

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.

Casting Time: 1 action
Range: Self
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute

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.

Casting Time: 1 bonus action
Range: 60 Feet
Components: V, S
Duration: Concentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can’t heal constructs or undead.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

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

Casting Time: 1 action
Range: 60 Feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute

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

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

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.

Casting Time: 1 action
Range: 60 Feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute

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.

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Casting Time: 1 action (Ritual)
Range: Self
Components: V, S, M (Bloodhound fur)
Duration: Instantaneous

You sense the direction and distance to the nearest specifically named or described beast or plant within 5 miles.

Casting Time: 1 action
Range: Self
Components: V, S, M (forked twig)
Duration: Concentration, up to 10 minutes

You sense the direction and direction of movement of an object known to you that you describe or name, as long as it is within 1,000 feet of you. An object is considered known to you if you've been within 30 feet of it and seen it.

Instead, you can also sense the nearest object that you can describe in a basic way.

The spell doesn't work on lead objects or if there is any thickness of lead between you and the object.

Casting Time: 1 action
Range: 120 Feet
Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration, up to 1 minute

A silvery beam of pale light shines down in a 5-foot- radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell's area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can't assume a different form until it leaves the spell's light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour

You neutralize one poison you can name, or one at random, from a creature if it is poisoned. While the spell lasts, the target has advantage against being poisoned and resistance to poison damage.

Casting Time: 1 action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 hour

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Casting Time: 1 action
Range: 150 Feet
Components: V, S, M (seven sharp thorns or seven small twigs, sharpened to a point)
Duration: Concentration, up to 10 minutes

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

The transformation of the ground is camouflaged to look natural. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it.

Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes

A strong wind encircles you in a 10-foot radius extinguishing unprotected flames torch-sized or smaller, deafening you and any creatures in its area, ranged attacks that pass through are rolled with disadvantage, disperses vapor, gas, and fog that can be affected by a strong wind, and the area becomes difficult terrain for others.

Third Level

Casting Time: 1 action
Range: 120 Feet
Components: V, S
Duration: Concentration, up to 10 minutes

A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.

At Higher Levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:


  • One beast of challenge rating 2 or lower
  • Two beasts of challenge rating 1 or lower
  • Four beasts of challenge rating 1/2 or lower
  • Eight beasts of challenge rating 1/4 or lower

Each beast is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends.


The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.


At Higher Levels:When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 1 hour

A 60-foot-radius sphere of light spreads from a point you choose. The sphere is bright light and sheds dim light for an additional 60 feet.

If you chose an object you are holding or one that isn't being worn or carried, the light shines from and moves with the object. Completely covering the object with something opaque blocks the light.

If any of this spell's area overlaps with darkness made by a spell of 3rd level or lower, the darkness is dispelled.

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

Choose one object, creature, or magic effect within range. Any spell of 3rd level or lower on the target ends. If the spell is 4th level or higher, make a check using your spellcasting ability. The DC is 10 + the spell's level. On a success, the spell ends.

At Higher Levels: 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.

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a piece of obsidian)
Duration: Instantaneous

Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.

Casting Time: 1 action (Ritual)
Range: Touch
Components: V, S, M (Graveyard dirt)
Duration: 1 hour

You touch a willing creature and for the 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. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell's effect, it has no effect until the spell ends.

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell’s magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

At Higher Levels:When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Casting Time: 1 action (Ritual)
Range: Touch
Components: V, S
Duration: 8 hours

You and all you carry touch and meld into a stone object or surface large enough to fully contain your body. This uses your movement. Once in, you cannot be detected by non-magical means. You can't see anything that happens outside of it, and have disadvantage on Perception checks to hear things outside it. You are still aware of time passage. You can also cast spells on yourself. You can use your movement to leave the stone where you entered, but otherwise are immobile.

Minor damage to the stone doesn't hurt you, but destruction enough to make it no longer fit you expels you from the stone and deals 6d6 bludgeoning damage. If the stone is completely destroyed or transmuted into another substance, you are expelled and take 50 bludgeoning damage. If expelled, you appear and fall prone in the nearest empty space to where you entered.

Casting Time: 1 action/8 hours
Range: 150 feet
Components:V, S
Duration: Instantaneous

If you cast this spell using 1 action, all normal plants in a 100-foot radius centered on a point become overgrown. Moving through the area spends 4 feet of movement for every 1 foot moved. You can exclude areas of any size within the spell's area from being affected.

If you cast this spell over 8 hours, all plants in a half-mile radius centered on a point yield twice the normal amount of food when harvested for 1 year.

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hour

Touch a willing creature. They have resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Casting Time: 1 action
Range: 150 feet
Components:V, S, M (a pinch of dust and a few drops of water)
Duration: Concentration, up to 1 minute

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

Casting Time: 1 action
Range: Self (30ft radius)
Components:V, S
Duration: 10 minutes

You can question plants in 30 feet of you about events in the spell's area within the past day. You can also turn difficult terrain caused by plant growth into ordinary terrain and vice versa. It lasts for the duration.

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

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

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

Casting Time: 1 action
Range: 120 ft
Components:V, S, M (a drop of water)
Duration: Instantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Casting Time: 1 action
Range: 60 ft
Components:V, S, M (a drop of water)
Duration: Concentration, up to 10 minutes

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.

Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

Casting Time: 1 action (Ritual)
Range: 30 ft
Components:V, S, M (a short reed or piece of straw)
Duration: 24 hours

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

Casting Time: 1 action (Ritual)
Range: 30 feet
Components:V, S, M (Cork)
Duration: 1 hour

Up to 10 willing creatures you can see gain the ability to move across liquid as if it were solid ground. Lava still deals damage from its heat. If you target a creature submerged in liquid, the target floats to the surface at a rate of 60 feet per round.

Casting Time: 1 action
Range: 120 ft
Components:V, S, M (a tiny fan and a feather of exotic orgin)
Duration: Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Fourth Level

Casting Time: 1 action
Range: 30 feet
Components:V, S
Duration: Instantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. The spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

At Higher Levels:When you cast this spell using a spell slot of 5th level of higher, the damage increases by 1d8 for each slot level above 4th.

Casting Time: 1 action
Range: 30 feet
Components:V, S
Duration: 1 hour

A creature you can see must make a Wisdom save, and has advantage if you or your companions are fighting it. If it fails, it's charmed by you until the spell ends or until you or your companions harm it. The charmed creature is friendly to you. When the spell ends, the creature knows it was charmed by you.

At Higher Levels:You can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other.

Casting Time: 1 action
Range: 90 feet
Components:V, S, M (3 nut shells)
Duration: Concentration, up to 1 minute

Each creature in a 10-foot-radius sphere makes a Wisdom save. On a success, nothing happens. On a failure, the target can't take reactions and must roll a d10 at the start of each of its turns. This determines its action that turn. At the end its turn, it can make a Wisdom save. If it succeeds, the spell ends.

1= Takes no action and uses all movement to go in a random direction. Assign a direction to each number of a d8 and roll it-- this determines the direction.

2-6= Doesn't more or take actions.

7/8= Makes a melee attack against a random creature in reach. If there's none, it does nothing.

9/10= Can act and move normally

At Higher Levels:The radius of the sphere increases by 5 feet for each slot level above 4th.

Casting Time: 1 minute
Range: 90 feet
Components:V, S
Duration: Concentration, up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

  • One elemental of challenge rating 2 or lower.
  • Two elementals of challenge rating 1 or lower.
  • Four elementals of challenge rating 1/2 or lower.
  • Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

At Higher Levels:When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Casting Time: 1 minute
Range: 90 feet
Components:V, S
Duration: Concentration, up to 1 hour

You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:

  • One fey creature of challenge rating 2 or lower
  • Two fey creatures of challenge rating 1 or lower
  • Four fey creatures of challenge rating 1/2 or lower
  • Eight fey creatures of challenge rating 1/4 or lower

A summoned creature disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

At Higher Levels:When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

Casting Time: 1 action
Range: 300 feet
Components:V, S, M (Water, dust)
Duration: Concentration, up to 10 minutes

A creature you can see must pass a Charisma save or be banished to another plane of existence.

  • Flood: The water level rises by up to 20 feet. If the area includes a shore, the water spills onto land. The water level remains elevated until the spell ends or you choose a different effect. If you choose an area in a large body of water, you create a 20-foot tall wave that travels from one side of the area to the other, then crashes down. Any Huge or smaller vehicles in the wave's path are carried with. If struck by the wave, they have a 25% chance of capsizing. The wave repeats on the start of your next turn while the flood lasts.
  • Part Water: You cause the water to move apart and create a trench. The trench extends across the spell's area. The separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. Once the spell ends, the water refills in the trench over the course of the next round.
  • Redirect Flow: You cause flowing water to move in a direction you choose, even if the water has to flow in unlikely directions. The water moves as you direct it, but once it's out of the spell’s area, it resumes flow based on the terrain. The water moves until the spell ends or you choose a different effect.
  • Whirlpool: You cause a whirlpool to form in the center of a body of water at least 50 feet wide and 25 feet deep. The whirlpool is a vortex 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. Swimming away requires an Athletics check. When a creature enters the vortex or starts its turn there, it must make a Strength save. On failure, it takes 2d8 bludgeoning damage and is caught in the vortex. On a success, it takes half damage and isn't caught. A creature caught can use its action to try to swim away, but has disadvantage the check. The first time an object enters the vortex, it takes 2d8 bludgeoning damage. This damage occurs each round it remains in the vortex.

Casting Time: 1 action
Range: 60 feet
Components:V, S
Duration: Concentration, up to 1 minute

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels:When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

Casting Time: 1 action
Range: 90 feet
Components:V, S
Duration: Concentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.

At Higher Levels:When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Casting Time: 1 action
Range: Touch
Components:V, S, M (a leather strap, bound around the arm or a similar appendage)
Duration: 1 hour

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Casting Time: 1 action
Range: 30 feet
Components:V, S
Duration: Concentration, up to 10 minutes

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

Each creature obeys your verbal commands, and in combat, they act on your turn each round. The GM has the statistics for these creatures and resolves their actions and movement.

A creature remains in its giant size for the duration, until it drops to 0 hit points, or until you use an action to dismiss the effect on it.

The GM might allow you to choose different targets. For example, if you transform a bee, its giant version might have the same statistics as a giant wasp.

Casting Time: 1 bonus action
Range: 30 feet
Components:V, S
Duration: Concentration, up to 1 minute

You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.

Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.

Casting Time: 1 bonus action
Range: Self
Components:V
Duration: Concentration, up to 1 minute

A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume: Primal Beast or Great Tree.

Primal Beast: Bestial fur covers your body, your facial features become feral, and you gain the following benefits:

  • Your walking speed increases by 10 feet.
  • You gain darkvision with a range of 120 feet.
  • You make Strength-based attack rolls with advantage.
  • Your melee weapon attacks deal an extra 1d6 force damage on a hit.

Great Tree: Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:

  • You gain 10 temporary hit points.
  • You make Constitution saving throws with advantage.
  • You make Dexterity- and Wisdom-based attack rolls with advantage.
  • While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.

Casting Time: 10 minutes
Range: 300 feet
Components:V, S, M (Stone, twig, green plant)
Duration: 24 hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other natural terrain. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The base terrain is unchanged, so anyone entering the area can see through the illusion. If the difference isn't obvious by touch, a creature can attempt an Investigation check. A creature who learns it's an illusion sees it as a vague image over the terrain.

Casting Time: 1 action
Range: 300 feet (20 ft cylinder)
Components:V, S, M (A pinch of dust and a few drops of water)
Duration: Instantaneous

A hail of rock-hard ice pounds to the ground in a 20- foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.

At Higher Levels:When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Casting Time: 1 action
Range: Self
Components:V, S, M (Bloodhound fur)
Duration: Concentration, up to 1 hour

Describe or name a creature familiar to you. You sense the direction to the creature's location, as long as its within 1000 feet of you. If the creature is in motion, you know the direction of its movement. The spell can locate a specific creature known to you or the nearest of a specific kind, as long as you have seen it while within 30 feet of it. If the creature is in a different form, the spell doesn't work. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

Casting Time: 1 action
Range: 60 feet
Components:V, S, M (Caterpillar cocoon)
Duration: Concentration, up to 1 hour

You transform a creature that you can see into another form. An unwilling creature must make a Wisdom save to avoid it. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose CR is equal or less than the target's. If it doesn't have a CR, use level. The target's statistics are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target takes the hit points of its new form. When it reverts to its normal form, it gets its original hit points back. If it reverts because it dropped to 0 hit points, excess damage carries over to its normal form. If the excess damage doesn't reduce its normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited to the actions of its new form, and it can't take any action that requires hands or speech. Its gear melds into the new form and it can't benefit from any of its equipment.

Casting Time: 1 action
Range: Touch
Components:V, S, M (Soft clay)
Duration: Instantaneous

Touch a stone object of Medium size or smaller, or a section of stone no more than 5 feet in any dimension, and form it into a shape. The object you make can have two hinges and a latch, but finer detail isn't possible.

Casting Time: 1 action
Range: Touch
Components:V, S, M (diamond dust worth 100gp, which the spell consumes)
Duration: Instantaneous

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Casting Time: 1 action
Range: 120 feet
Components:V, S, M (a small piece of phosphorus)
Duration: Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th

Casting Time: 1 action
Range: 90 feet (5 ft sphere)
Components:V, S, M (a droplet of water)
Duration: Concentration, up to 1 minute

You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s duration.

Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.