Animal Friendship

This spell lets you convince a beast that you mean it no harm.
Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom savi[...]

Animal Messenger

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the un[...]

Barkskin

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.

Beast Sense

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.

Blight

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 eff[...]

Call Lightning

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 100 feet directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for exa[...]

Charm Person

You attempt to charm a humanoid you can see within range.
It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you[...]

Confusion

This spell assails and distorts the minds of creatures, generating illusions and causing uncontrolled actions. Each creature in a sphere of 10-foot-radius centered on a point chosen in the range of the spell must make a wisdom saving throw otherwise it will be affected by the spell. An affected t[...]

Conjure Animals

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 [...]

Conjure Minor Elementals

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 el[...]

Conjure Woodland Beings

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[...]

Control Water

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

Create Food and Water

You create 45 pounds of food and 30 gallons of 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.

Darkvision

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.

Daylight

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with i[...]

Dispel Magic

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

Divination

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take int[...]

Dominate Beast

You attempt to beguile a creature 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 creature is charmed, you have a telepathic[...]

Druidcraft

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

• You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest a[...]

Enhance Ability

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear's Endurance. The target has advantage on constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bu[...]

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