Knowne Spells

1st Level
Alarm Comprehend Languages Detect Magic Detect Poison and Disease
Find Familiar Identify Illusory Script Purify Food and Drink
Speak with Animals Tenser’s Floating Disk Unseen Servant Cure Wounds
2nd Level
Augury Beast Sense Gentle Repose Lesser Restoration
Locate Animals or Plants Magic Mouth Alter Self Find Steed
Magic Weapon
3rd Level
Feign Death Leomund’s Tiny Hut Meld Into Stone Phantom Steed
Water Breathing Water Walk Animate Dead Clairvoyance
Conjure Animals Elemental Weapon Magic Circle Speak with Dead
4th Level
Divination Fabricate Hallucinatory Terrain Magic Jar
Polymorph
5th Level
Commune Commune with Nature Contact Other Plane Greater Restoration
Rary’s Telepathic Bond Awaken Conjure Elemetnal Dream
Geas Hallow Legend Lore Leomund’s Secret Chest
Raise Dead Reincarnate Teleportation Circle
6th Level
Drawmij’s Instant Summons Forbiddance Heal Conjure Fey
Create Undead Find the Path Guards and Wards
7th Level
Simulacrum Conjure Celestial Resurrection Symbol
8th Level
Animal Shapes Clone Control Weather Demiplane
9th Level
Gate Astral Projection True Resurrection Wish


1st Level



  • ALARM
  • 1st-level abjuration ritual
    • Casting Time: 10 minutes
    • Range: 30 feet
    • Components: Verbal, Somatic, Material (A tiny bell and a piece of fine silver wire)
    • Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

  • COMPREHEND LANGUAGES
  • 1st-level divination ritual
    • Casting Time: 10 minutes
    • Range: Self
    • Components: Verbal, Somatic, Material (a pinch of soot and salt)
    • Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. it takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

  • DETECT MAGIC
  • 1st-level divination ritual
    • Casting Time: 10 minutes
    • Range: Self
    • Components: Verbal, Somatic
    • Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

  • DETECT POISON AND DISEASE
  • 1st-level divination ritual
    • Casting Time: 10 minutes
    • Range: Self
    • Components: Verbal, Somatic, Material (a yew leaf)
    • Duration: Concentration, up to 10 minutes

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

  • FIND FAMILIAR
  • 1st-level conjuration ritual
    • Casting Time: 1 hour
    • Range: 10 feet
    • Components: Verbal, Somatic, Material (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
    • Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal for you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial (good), fey (neutral), or fiend (evil) (determined by your alignment) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, youy can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

  • IDENTIFY
  • 1st-level divination ritual
    • Casting Time: 10 minutes
    • Range: Touch
    • Components: Verbal, Somatic, Material (a pearl worth at least 100gp and an owl feather)
    • Duration: Instantaneous

You choose one object that you must throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

  • ILLUSORY SCRIPT
  • 1st-level illusion ritual
    • Casting Time: 10 minutes
    • Range: Touch
    • Components: Somatic, Material (a lead-based ink worth at least 10gp, which the spell consumes)
    • Duration: 10 days

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should the spell be dispelled, the original script and the illusion both disappear.

A creature with truesight can read the hidden message.

  • PURIFY FOOD AND DRINK
  • 1st-level transmutation ritual
    • Casting Time: 10 minutes
    • Range: 10 feet
    • Components: Verbal, Somatic
    • Duration: Instantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

  • Speak with Animals
  • 1st-level divination ritual
    • Casting Time: 10 minutes
    • Range: Self
    • Components: Verbal Somatic
    • Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. the knowledge and awareness of many beasts is limited by their intelligence, but at a minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.

  • TENSER’S FLOATING DISK
  • 1st-level conjuration ritual
    • Casting Time: 10 minutes
    • Range: 30 feet
    • Components: Verbal, Somatic, Material (a drop of mercury)
    • Duration: 1 hour

This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on teh disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feeet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

  • UNSEEN SERVANT
  • 1st-level conjuration ritual
    • Casting Time: 10 minutes
    • Range: 60 feet
    • Components: Verbal, Somatic, Material (a piece of string and a bit of wood)
    • Duration: 1 hour

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes teh task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.



2nd Level



  • AUGURY
  • 2nd-level divination ritual
    • Casting Time: 20 minutes
    • Range: Self
    • Components: Verbal, Somatic, Material (specially marked sticks, bones, or similar tokens worth at least 25 gp)
    • Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldy entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and Woe, for both good and bad results
  • Nothing, for results that aren’t especially good or bad

The spell doesn’t take into account any possible circumstance that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

  • BEAST SENSE
  • 2nd-level divination ritual
    • Casting Time: 20 Minutes
    • Range: Touch
    • Components: Somatic
    • 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.

While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

  • GENTLE REPOSE
  • 2nd-level necromancy ritual
    • Casting Time: 20 mintues
    • Range: Touch
    • Components: Verbal, Somatic, Material (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
    • Duration: 10 days

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

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

  • LESSER RESTORATION
  • 2nd-level abjuration ritual
    • Casting Time: 20 minutes
    • Range: Touch
    • Components: Verbal, Somatic
    • 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.

  • LOCATE ANIMALS OR PLANTS
  • 2nd-level divination ritual
    • Casting Time: 20 minutes
    • Range: Self
    • Components: Verbal, Somatic, Material (a bit of fur from a bloodhound)
    • Duration: Instantaneous

Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if they are present.

  • MAGIC MOUTH
  • 2nd-level illusion ritual
    • Casting Time: 20 minutes
    • Range: 30 feet
    • Components: Verbal, Somatic, Material (a small bit of honeycomb and jade just worth at least 10gp, which the spell consumes)
    • Duration: Until dispelled

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

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

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



3rd Level



  • FEIGN DEATH
  • 3rd-level necromancy ritual
    • Casting Time: 30 minutes
    • Range: Touch
    • Components: Verbal, Somatic, Material (a pinch of graveyard dirt)
    • Duration: 1 hour

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

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

  • LEOMUND’S TINY HUT
  • 3rd-level evocation ritual
    • Casting Time: 30 minutes
    • Range: Self (10-foot-radius hemisphere)
    • Components: Verbal, Somatic, Material (a small crystal bead)
    • Duration: 8 hours

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

Nine creatures of medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

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

  • MELD INTO STONE
  • 3rd-level transmutation ritual
    • Casting Time: 30 minutes
    • Range: Touch
    • Components: Verbal, Somatic
    • Duration: 8 hours

You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.

While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.

Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.

  • PHANTOM STEED
  • 3rd-level illusion ritual
    • Casting Time: 30 minutes
    • Range: 30 feet
    • Components: Verbal, Somatic
    • Duration: 8 hours

A large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s apperance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

  • WATER BREATHING
  • 3rd-level transmutation ritual
    • Casting Time: 30 minutes
    • Range: 30 feet
    • Components: Verbal, Somatic, Material (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.

  • WATER WALK
  • 3rd-level transmutation ritual
    • Casting Time: 30 minutes
    • Range: 30 feet
    • Components: Verbal, Somatic, Material (a piece of cork)
    • Duration: 1 hour

This spell grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.



4th Level



  • DIVINATION
  • 4th-level divination ritual
    • Casting Time: 40 minutes
    • Range: Self
    • Components: Verbal, Somatic, Material (incense and a sacrificial offering appropriate to your religion, together worth at least 25gp, which the spell consumes)
    • Duration: Instantaneous

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 replyl. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn’t take into account any possible cicrumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.



5th Level



  • COMMUNE
  • 5th-level divination ritual
    • Casting Time: 50 minutes
    • Range: Self
    • Components: Verbal, Somatic, Material (incense and a vial of holy or unholy water)
    • Duration: 1 minute

You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase or answer instead.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret.

  • COMMUNE WITH NATURE
  • 5th-level divination ritual
    • Casting Time: 15 minutes
    • Range: Self
    • Components: Verbal, Somatic
    • Duration: Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn’t function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

  • terrain and bodies of water
  • prevalent plants, minerals, animals, or peoples
  • powerful celestials, fey, fiends, elementals, or undead
  • influence from other planes of existence
  • buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

  • CONTACT OTHER PLANE
  • 5th-level divination ritual
    • Casting Time: 50 minutes
    • Range: Self
    • Components: Verbal
    • Duration: 1 minute

You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane until you finish a long rest. While insane, you can’t take actions, can’t understand what other creatures say, can’t read, and speak only gibberish. A greater restoration spell cast on you ends this effect.

On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The DM answers each question with one word, such as “yes,” “no,” “maybe,” “irrelevant,” or “unclear” (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the DM might instead offer a short phrase as an answer.

  • GREATER RESTORATION
  • 5th-level abjuration ritual
    • Casting Time: 50 minutes
    • Range: Touch
    • Components: Verbal, Somatic, Material (diamond dust worth at least 100gp, which the spell consumes)
    • Duration: Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target:

  • One effect that charmed or petrified the target
  • One curse, including the target’s attunement to a cursed magic item
  • Any reduction to one of the target’s ability scores
  • One effect reducing the target’s hit point maximum
  • RARY’S TELEPATHIC BOND
  • 5th-level divination ritual
    • Casting Time: 50 minutes
    • Range: 30 feet
    • Components: Verbal, Somatic, Material (pieces of eggshell from two different kinds of creatures)
    • Duration: 1 hour

You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell.

Until the spell ends, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence.



6th Level



  • DRAWMIJ’S INSTANT SUMMONS
  • 6th-level conjuration ritual
    • Casting Time: 60 minutes
    • Range: Touch
    • Components: Verbal, Somatic, Material (a sapphire worth 1,000 gp)
    • Duration: Until dispelled

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

At any time thereafter, you can use your action to speak the item’s name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, crushing the sapphire doesn’t transport the item to you, but instead you learn who the creature possessing the object is and roughly where the creature is located at that moment.

  • FORBIDDANCE
  • 6th-level abjuration ritual
    • Casting Time: 60 minutes
    • Range: Touch
    • Components: Verbal, Somatic, Material (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
    • Duration: 1 day

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can’t teleport into the area or use portals, such as those created by the gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the plane shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell’s area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

The spell’s area can’t overlap with the area of another forbiddance spell. If you cast forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

  • HEAL
  • 6th-level evocation ritual
    • Casting Time: 60 minutes
    • Range: Touch
    • Components: Verbal, Somatic
    • Duration: Instantaneous

A surge of positive energy washes through a single creature that you touch, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any disease affecting the target. This spell has no effect on constructs or undead.

At Higher Levels. If you cast this spell as a 7th level or higher ritual, the amount of healing increases by 10 for each spell level above 6th.



7th Level



  • SIMULACRUM
  • 7th-level illusion
    • Casting Time: 12 hours
    • Range: Touch
    • Components: Verbal, Somatic, Material (snow or ice in quantities sufficient to make a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow or ice; and powdered ruby worth 1,500gp, sprinkled over the duplicate and consumed by the spell)
    • Duration: Until dispelled

You shape an illusory duplicate of one beast or humanoid that is within range for the entire time of thespell. The duplicate is a creature, partially real and formed from ice and snow, and it can take actions and otherwise be affected as a ormal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates.

The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots.

If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly.

If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed.



9th Level



  • GATE
  • 9th-level conjuration ritual
    • Casting Time: 90 minutes
    • Range: 60 feet
    • Components: Verbal, Somatic, Material (a diamond worth at least 5,000 gp)
    • Duration: Concentration, up to 1 minute

You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.

The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest the portal.

Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains.

When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you.

  • Casting Time:
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Knowne Spells

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