Level 5 Spells

Spell Action
Animate Objects Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Click for more spell details and the statistics available at 5eSRD

Objects come to life at {name}'s command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. {name} can’t animate any object larger than Huge. Each target animates and becomes a creature under {name}'s control until the spell ends or until reduced to {"0 hit points"}.
As a bonus action, {name} can mentally command any creature they made with this spell if the creature is within {"500 feet"} of them (if {name} controls multiple creatures, they can command any or all of them at the same time, issuing the same command to each one). They decide what action the creature will take and where it will move during its next turn, or they can issue a general command, such as to guard a particular chamber or corridor. If {name} issues no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

If {name} casts this spell using a spell slot of {"6th level or higher"}, they can animate {"two additional objects"} for each slot level above {"5th"}.
Antilife Shell Casting Time: 1 action
Range: Self (10-foot radius)
Components: V, S
Duration: Concentration, up to 1 hour
A shimmering barrier extends out from {name} in a {"10-foot"} radius and moves with them, remaining centered on them and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If they move so that an affected creature is forced to pass through the barrier, the spell ends.
Arcane Hand Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Click for more spell details at 5eSRD

{name} creates a Large hand of shimmering, translucent force in an unoccupied space that they can see within range. The hand lasts for the spell’s duration, and it moves at {name}'s command, mimicking the movements of their own hand.
The hand is an object that has AC {20} and hit points equal to {name}'s hit point maximum. If it drops to {"0 hit points"}, the spell ends. It has a Strength of {26} (+{8}) and a Dexterity of {10} (+{0}). The hand doesn’t fill its space.
When {name} casts the spell and as a bonus action on their subsequent turns, they can move the hand up to 60 feet and then cause one of the following effects with it.
_ Clenched Fist.
_ Forceful Hand.
_ Grasping Hand.
_ Interposing Hand.

When {name} casts this spell using a spell slot of {"6th level or higher"}, the damage from the clenched fist option increases by {"2d8"} and the damage from the grasping hand increases by {"2d6"} for each slot level above {"5th"}.

Materials: an eggshell and a snakeskin glove
Awaken Casting Time: 8 hours
Range: Touch
Components: V, S, M
Duration: Instantaneous
After spending the casting time tracing magical pathways within a precious gemstone, {name} touches a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language {name} knows. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human’s. The GM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.
The awakened beast or plant is charmed by {name} for {30} days or until they or their companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to them, based on how they treated it while it was charmed.

Materials: an agate worth at least 1,000 gp, which the spell consumes
Cloudkill Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes
{name} creates a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point they choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw DC {ssDC}. The creature takes {"5d8"} poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.
The fog moves {"10 feet"} away from {name} at the start of each of their turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
When {name} casts this spell using a spell slot of {"6th level or higher"}, the damage increases by {"1d8"} for each slot level above {"5th"}.
Commune Casting Time: 1 minute
Range: Self
Components: V, S, M
Duration: 1 minute
{name} contacts their deity or a divine proxy and ask up to three questions that can be answered with a yes or no. They must ask their questions before the spell ends. They receive a correct answer for each question.
Divine beings aren’t necessarily omniscient, so they 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 GM might offer a short phrase as an answer instead.
If {name} casts the spell two or more times before finishing their next long rest, there is a cumulative 25 percent chance for each casting after the first that they get no answer. The GM makes this roll in secret.

Materials: incense and a vial of holy or unholy water
Commune with Nature Casting Time: 1 minute
Range: Self
Components: V, S
Duration: Instantaneous
{name} briefly becomes one with nature and gains knowledge of the surrounding territory. In the outdoors, the spell gives {name} knowledge of the land within {"3 miles"} of them. 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.
They instantly gain knowledge of up to three facts of their 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, {name} 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.
Cone of Cold Casting Time: 1 action
Range: Self (60-foot cone)
Components: V, S, M
Duration: Instantaneous
A blast of cold air erupts from {name}'s hands. Each creature in a {"60-foot cone"} must make a Constitution saving throw DC {ssDC}. A creature takes !(8d8) cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.

When {name} casts this spell using a spell slot of {"6th level or higher"}, the damage increases by {"1d8"} for each slot level above {"5th"}.
Additional Damage:
Spell slot level 6: !!(1d8)
Spell slot level 7: !!(2d8)
Spell slot level 8: !!(3d8)
Spell slot level 9: !!(4d8)

Materials: a small crystal or glass cone
Conjure Elemental Casting Time: 1 minute
Range: 90 feet
Components: V, S, M
Duration: Concentration, up to 1 hour
{name} calls forth an elemental servant. Choose an area of air, earth, fire, or water that fills a {"10-foot cube"} within range. An elemental of challenge rating {5} or lower appropriate to the area {name} chose appears in an unoccupied space within {"10 feet"} of it. For example, a fire elemental emerges from a bonfire, and an earth elemental rises up from the ground. The elemental disappears when it drops to {"0 hit points"} or when the spell ends.
The elemental is friendly to {name} and their companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that they issues to it (no action required by them). If they don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.
If {name}'s concentration is broken, the elemental doesn’t disappear. Instead, they lose control of the elemental, it becomes hostile toward them and their companions, and it might attack. An uncontrolled elemental can’t be dismissed by them, and it disappears 1 hour after they summoned it.
The GM has the elemental’s statistics.

When they cast this spell using a spell slot of {"6th level or higher"}, the challenge rating increases by {1} for each slot level above {"5th"}.

Materials: burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water
Contact Other Plane Casting Time: 1 minute
Range: Self
Components: V
Duration: 1 minute
{name} mentally contacts 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 their mind. When {name} casts this spell, make a DC 15 Intelligence saving throw. On a failure, {name} takes !(6d6) psychic damage and is insane until they finish a long rest. While insane, they can’t take actions, can’t understand what other creatures say, can’t read, and speak only in gibberish. A greater restoration spell cast on {name} ends this effect.
On a successful save, {name} can ask the entity up to five questions. {name} must ask their questions before the spell ends. The GM answers each question with one word, such as ""yes,"" ""no,"" ""maybe,"" ""never,"" ""irrelevant,"" or ""unclear"" (if the entity doesn’t know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.
Contagion Casting Time: 1 action
Range: Touch
Component: V, S
Duration: 7 days
Click for more spell details including options, at 5eSRD

{name}'s touch inflicts disease. Make a melee spell attack (!(1d20 + {spAtk})) against a creature within their reach. On a hit, {name} afflicts the creature with a disease of their choice from any of the ones described below.
At the end of each of the target’s turns, it must make a Constitution saving throw DC {ssDC}. After failing three of these saving throws, the disease’s effects last for the duration, and the creature stops making these saves. After succeeding on three of these saving throws, the creature recovers from the disease, and the spell ends.
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it.
_ Blinding Sickness.
_ Filth Fever.
_ Flesh Rot.
_ Mindfire.
_ Seizure.
_ Slimy Doom.
Creation Casting Time: 1 minute
Range: 30 feet
Components: V, S, M
Duration: Special
Click for the duration table via 5eSRD
{name} pulls wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. {name} can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a {"5-foot cube"}, and the object must be of a form and material that {name} has seen before.
The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

Using any material created by this spell as another spell’s material component causes that spell to fail.

When {name} casts this spell using a spell slot of {"6th level or higher"}, the cube increases by {"5 feet"} for each slot level above {"5th"}.

Materials: a tiny piece of matter of the same type of the item they plan to create
Dispel Evil and Good Casting Time: 1 action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 minute
Click for descriptions of the functions at 5eSRD

Shimmering energy surrounds and protects {name} from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against {name}.
{name} can end the spell early by using either of the following special functions.
_ Break Enchantment.
_ Dismissal.

Materials: holy water or powdered silver and iron
Dominate Person Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
{name} attempts to beguile a humanoid that they can see within range. It must succeed on a Wisdom saving throw DC {ssDC} or be charmed by them for the duration. If they or creatures that are friendly to them are fighting it, it has advantage on the saving throw.
While the target is charmed, {name} has a telepathic link with it as long as the two of them are on the same plane of existence. They can use this telepathic link to issue commands to the creature while they are conscious (no action required), which it does its best to obey. They 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 them, it defends and preserves itself to the best of its ability.
{name} can use their action to take total and precise control of the target. Until the end of their next turn, the creature takes only the actions they choose, and doesn’t do anything that they don’t allow it to do. During this time they can also cause the creature to use a reaction, but this requires them to use their own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell DC {ssDC}. If the saving throw succeeds, the spell ends.

When {name} casts this spell using a {"6th-level"} spell slot, the duration is concentration, up to {"10 minutes"}. When they use a {"7th-level"} spell slot, the duration is concentration, up to {"1 hour"}. When they use a spell slot of {"8th level or higher"}, the duration is concentration, up to {"8 hours"}.
Dream Casting Time: 1 minute
Range: Special
Components: V, S, M
Duration: 8 hours
Click for details of this spell at 5eSRD

This spell shapes a creature’s dreams. Choose a creature known to {name} as the target of this spell. The target must be on the same plane of existence as them. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. {name}, or a willing creature they touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.

Materials: a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird
Flame Strike Casting Time: 1 action
Range: 60 feet
Components: V, S, M
Duration: Instantaneous
A vertical column of divine fire roars down from the heavens in a location {name} specifies. Each creature in a {"10-foot-radius"}, {"40-foot-high"} cylinder centered on a point within range must make a Dexterity saving throw DC {ssDC}. A creature takes !(4d6) fire damage and !(4d6) radiant damage on a failed save, or half as much damage on a successful one.

When they cast this spell using a spell slot of {"6th level or higher"}, the fire damage or the radiant damage ({name}'s choice) increases by {"1d6"} for each slot level above {"5th"}.
Additional Damage:
Spell slot level 6: !!(1d6)
Spell slot level 7: !!(2d6)
Spell slot level 8: !!(3d6)
Spell slot level 9: !!(4d6)

Materials: pinch of sulfur
Geas Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
{name} places a magical command on a creature that they can see within range, forcing it to carry out some service or refrain from some action or course of activity as they decide. If the creature can understand them, it must succeed on a Wisdom saving throw DC {ssDC} or become charmed by them for the duration. While the creature is charmed by them, it takes {"5d10"} psychic damage each time it acts in a manner directly counter to their instructions, but no more than once each day. A creature that can’t understand them is unaffected by the spell.
{name} can issue any command they choose, short of an activity that would result in certain death. Should they issue a suicidal command, the spell ends.
{name} can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.

When {name} casts this spell using a spell slot of {"7th or 8th level"}, the duration is {"1 year"}. When {name} casts this spell using a spell slot of {"9th level"}, the spell lasts until it is ended by one of the spells mentioned above.
Greater Restoration Casting Time: 1 action
Range: Touch
Components: V, S, M
Duration: Instantaneous
{name} imbues a creature they touch with positive energy to undo a debilitating effect. They 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

Materials: diamond dust worth at least 100 gp, which the spell consumes
Hallow Casting Time: 24 hours
Range: Touch
Components: V, S, M
Duration: Until dispelled
Click for extra effects as described at 5eSRD

{name} touches a point and infuses an area around it with holy (or unholy) power. The area can have a radius up to {"60 feet"}, and the spell fails if the radius includes an area already under the effect a hallow spell. The affected area is subject to the following effects.
First, celestials, elementals, fey, fiends, and undead can’t enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. {name} can exclude one or more of those types of creatures from this effect.
Second, {name} can bind an extra effect to the area. Choose the effect from the list, or choose an effect offered by the GM. Some of these effects apply to creatures in the area; {name} can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell’s area for the first time on a turn or starts its turn there, it can make a Charisma saving throw DC {ssDC}. On a success, the creature ignores the extra effect until it leaves the area.
_ Courage _ Darkness _ Daylight
_ Energy Protection _ Energy Vulnerability
_ Everlasting Rest _ Extradimensional Interference
_ Fear _ Silence _ Tongues

Materials: herbs, oils, and incense worth at least 1,000 gp, which the spell consumes
Hold Monster Casting Time: 1 action
Range: 90 feet
Components: V, S, M
Duration: Concentration, up to 1 minute
Choose a creature that {name} can see within range. The target must succeed on a Wisdom saving throw DC {ssDC} or be paralyzed for the duration. This spell has no effect on undead. 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.

When {name} casts this spell using a spell slot of {"6th level or higher"}, they can target one additional creature for each slot level above {"5th"}. The creatures must be within {"30 feet"} of each other when {name} targets them.

Materials: a small, straight piece of iron
Insect Plague Casting Time: 1 action
Range: 300 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
Swarming, biting locusts fill a {"20-foot-radius"} sphere centered on a point {name} chooses within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.
When the area appears, each creature in it must make a Constitution saving throw DC {ssDC}. A creature takes {"4d10"} piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

When {name} casts this spell using a spell slot of {"6th level or higher"}, the damage increases by {"1d10"} for each slot level above {"5th"}.

Materials: a few grains of sugar, some kernels of grain, and a smear of fat
Legend Lore Casting Time: 10 minutes
Range: Self
Components: V, S, M
Duration: Instantaneous
Click for examples available at 5eSRD

Name or describe a person, place, or object. The spell brings to {name}'s mind a brief summary of the significant lore about the thing they named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing they named isn’t of legendary importance, they gain no information. The more information they already have about the thing, the more precise and detailed the information they receive is.
The information {name} learns is accurate but might be couched in figurative language.

Materials: incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each
Mass Cure Wounds Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
A wave of healing energy washes out from a point of {name}'s choice within range. Choose up to six creatures in a {"30-foot-radius"} sphere centered on that point. Each target regains hit points equal to !(3d8 + {CastStatMod}). This spell has no effect on undead or constructs.

When {name} casts this spell using a spell slot of {"6th level or higher"}, the healing increases by {"1d8"} for each slot level above {"5th"}.
Extra Healing:
Spell slot level 6: !!(1d8)
Spell slot level 7: !!(2d8)
Spell slot level 8: !!(3d8)
Spell slot level 9: !!(4d8)
Mislead Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 1 hour
{name} becomes invisible at the same time that an illusory double of them appears where they are standing. The double lasts for the duration, but the invisibility ends if they attack or cast a spell.
{name} can use their action to move their illusory double up to twice their speed and make it gesture, speak, and behave in whatever way they choose.
{name} can see through its eyes and hear through its ears as if they were located where it is. On each of their turns as a bonus action, they can switch from using its senses to using their own, or back again. While they are using its senses, they are blinded and deafened in regard to their own surroundings.
Modify Memory Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
Click for more details available at 5eSRD

{name} attempts to reshape another creature’s memories. One creature that they can see must make a Wisdom saving throw DC {ssDC}. If they are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by them for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear them. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.
While this charm lasts, {name} can affect the target’s memory of an event that it experienced within the last {"24 hours"} and that lasted no more than {"10 minutes"}. {name} can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

A remove curse or greater restoration spell cast on the target restores the creature’s true memory.

If {name} cast this spell using a spell slot of {"6th level or higher"}, they can alter the target’s memories of an event that took place up to {"7 days"} ago ({"6th"} level), {"30 days"} ago ({"7th"} level), {"1 year"} ago ({"8th"} level), or any time in the creature’s past ({"9th"} level).
Passwall Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: 1 hour
A passage appears at a point of {name}'s choice that they can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. They choose the opening’s dimensions: up to {"5 feet"} wide, {"8 feet"} tall, and {"20 feet"} deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which {name} cast the spell.

Materials: a pinch of sesame seeds
Planar Binding Casting Time: 1 hour
Range: 60 feet
Components: V, S, M
Duration: 24 hours
Click for more detail available at 5eSRD

With this spell, {name} attempts to bind a celestial, an elemental, a fey, or a fiend to their service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw DC {ssDC}. On a failed save, it is bound to serve {name} for the duration. If the creature was summoned or created by another spell, that spell’s duration is extended to match the duration of this spell.

When {name} casts this spell using a spell slot of a higher level, the duration increases to {"10 days"} with a {"6th-level"} slot, to {"30 days"} with a {"7th-level"} slot, to {"180 days"} with an {"8th-level"} slot, and to {"a year and a day"} with a {"9th-level"} spell slot.

Materials: a jewel worth at least 1,000 gp, which the spell consumes
Raise Dead Casting Time: 1 hour
Range: Touch
Components: V, S, M
Duration: Instantaneous
{name} returns a dead creature they touch to life, provided that it has been dead no longer than {"10 days"}. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with {1} hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life.
This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a {−4} penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by {1} until it disappears.

Materials: a diamond worth at least 500 gp, which the spell consumes
Reincarnate Casting Time: 1 hour
Range: Touch
Components: V, S, M
Duration: Instantaneous
Click for spell table available at 5eSRD

{name} touches a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than {"10 days"}, the spell forms a new adult body for it and then calls the soul to enter that body.
If the target’s soul isn’t free or willing to do so, the spell fails.
The magic fashions a new body for the creature to inhabit, which likely causes the creature’s race to change. The GM rolls a {"d100"} and consults the table to determine what form the creature takes when restored to life, or the GM chooses a form.

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.

Materials: rare oils and unguents worth at least 1,000 gp, which the spell consumes
Scrying Casting Time: 10 minutes
Range: Self
Components: V, S, M
Duration: Concentration, up to 10 minutes
Click for spell modifiers available at 5eSRD

{name} can see and hear a particular creature they choose that is on the same plane of existence as them. The target must make a Wisdom saving throw DC {ssDC}, which is modified by how well they know the target and the sort of physical connection they have to it. If a target knows they’re casting this spell, it can fail the saving throw voluntarily if it wants to be observed.

On a successful save, the target isn’t affected, and {name} can’t use this spell against it again for {"24 hours"}.
On a failed save, the spell creates an invisible sensor within {"10 feet"} of the target. {name} can see and hear through the sensor as if they were there. The sensor moves with the target, remaining within {"10 feet"} of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of their fist.
Instead of targeting a creature, {name} can choose a location they have seen before as the target of this spell. When they do, the sensor appears at that location and doesn’t move.

Materials: a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water
Seeming Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 8 hours
This spell allows {name} to change the appearance of any number of creatures that they can see within range. They give each target they choose a new, illusory appearance. An unwilling target can make a Charisma saving throw DC {ssDC}, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. {name} can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. They can’t change a target’s body type, so they must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to them. The spell lasts for the duration, unless they use their action to dismiss it sooner.
The changes wrought by this spell fail to hold up to physical inspection. For example, if {name} uses this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If they use this spell to appear thinner than they are, the hand of someone who reaches out to touch them would bump into them while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against DC {ssDC}. If it succeeds, it becomes aware that the target is disguised.
Telekinesis Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
Click for details available at 5eSRD

{name} gains the ability to move or manipulate creatures or objects by thought. When they cast the spell, and as their action each round for the duration, they can exert their will on one creature or object that they can see within range, causing the appropriate effect. They can affect the same target round after round, or choose a new one at any time. If they switch targets, the prior target is no longer affected by the spell.
Telepathic Bond Casting Time: 1 action
Range: 30 feet
Components: V, S, M
Duration: 1 hour
{name} forges a telepathic link among up to eight willing creatures of their 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.

Materials: pieces of eggshell from two different kinds of creatures
Teleportation Circle Casting Time: 1 minute
Range: 10 feet
Components: V, M
Duration: 1 round
As {name} casts the spell, they draw a {"10-foot-diameter"} circle on the ground inscribed with sigils that link their location to a permanent teleportation circle of their choice whose sigil sequence they know and that is on the same plane of existence as them. A shimmering portal opens within the circle they drew and remains open until the end of their next turn. Any creature that enters the portal instantly appears within {"5 feet"} of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When {name} first gains the ability to cast this spell, they learn the sigil sequences for two destinations on the Material Plane, determined by the GM. They can learn additional sigil sequences during their adventures. They can commit a new sigil sequence to memory after studying it for 1 minute.
{name} can create a permanent teleportation circle by casting this spell in the same location every day for one year. They need not use the circle to teleport when they cast the spell in this way.

Materials: rare chalks and inks infused with precious gems with 50 gp, which the spell consumes
Tree Stride Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
{name} gains the ability to enter a tree and move from inside it to inside another tree of the same kind within {"500 feet"}. Both trees must be living and at least the same size as them. They must use {"5 feet"} of movement to enter a tree. They instantly know the location of all other trees of the same kind within {"500 feet"} and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree they’re in. They appear in a spot of their choice within {"5 feet"} of the destination tree, using another {"5 feet"} of movement. If they have no movement left, they appear within {"5 feet"} of the tree they entered.
They can use this transportation ability once per round for the duration. They must end each turn outside a tree.
Wall of Force Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
An invisible wall of force springs into existence at a point {name} chooses within range. The wall appears in any orientation they choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. They can form it into a hemispherical dome or a sphere with a radius of up to {"10 feet"}, or they can shape a flat surface made up of ten {"10-foot-by-10-foot"} panels. Each panel must be contiguous with another panel. In any form, the wall is {"1/4 inch"} thick. It lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall ({name}'s choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Materials: a pinch of powder made by crushing a clear gemstone
Wall of Stone Casting Time: 1 action
Range: 120 feet
Components: V, S, M
Duration: Concentration, up to 10 minutes
Click for more spell details available at 5eSRD

A nonmagical wall of solid stone springs into existence at a point {name} chooses within range. The wall is {"6 inches"} thick and is composed of {"ten 10-foot- by-10-foot"} panels. Each panel must be contiguous with at least one other panel. Alternatively, they can create {"10-foot-by-20-foot"} panels that are only {"3 inches"} thick.
If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall ({name}'s choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw DC {ssDC}. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC {15} and {30} hit points per inch of thickness. Reducing a panel to {"0 hit points"} destroys it and might cause connected panels to collapse at the GM’s discretion.
If they maintain their concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Materials: a small block of granite

If you are playing a spellcaster, please note the additional steps required to complete automation for your spells in this article