Example
Example
Player's Handbook 2024 p. 243 Player's Handbook 2024 p. 276 Player's Handbook 2024 p. 277
Player's Handbook 2024 p. 288 Player's Handbook 2024 p. 296 Player's Handbook 2024 p. 298
Power Word Heal Power Word Kill Prismatic Wall
9th level Enchantment 9th level Enchantment 9th level Abjuration
Bard, Cleric Bard, Sorcerer, Warlock, Wizard Bard, Wizard
Casting Time: Action Casting Time: Action Casting Time: Action
Range: Touch Range: 60 feet Range: 60 feet
Duration: Instantaneous Duration: Instantaneous Duration: 10 minute
Components: V, S Components: V Components: V, S
A wave of healing energy washes over one creature you You compel one creature you can see within range to die. A shimmering, multicolored plane of light forms a
can see within range. The target regains all its Hit If the target has 100 Hit Points or fewer, it dies. vertical opaque wall—up to 90 feet long, 30 feet high,
Points. If the creature has the Charmed, Frightened, Otherwise, it takes 12d12 Psychic damage. and 1 inch thick—centered on a point within range.
Paralyzed, Poisoned, or Stunned condition, the condition Alternatively, you shape the wall into a globe up to 30
ends. If the creature has the Prone condition, it can use feet in diameter centered on a point within range. The
its Reaction to stand up. wall lasts for the duration. If you position the wall in a
space occupied by a creature, the spell ends instantly
without effect.
The wall sheds Bright Light within 100 feet and Dim
Light for an additional 100 feet. You and creatures you
designate when you cast the spell can pass through and
be near the wall without harm. If another creature that
can see the wall moves within 20 feet of it or starts its
turn there, the creature must succeed on a Constitution
saving throw or have the Blinded condition for 1 minute.
The wall consists of seven layers, each with a different
color. When a creature reaches into or passes through
the wall, it does so one layer at a time through all the
layers. Each layer forces the creature to make a
Dexterity saving throw or be affected by that layer's
properties as described in the Prismatic Layers table.
The wall, which has AC 10, can be destroyed one layer at
a time, in order from red to violet, by means specific to
each layer. If a layer is destroyed, it is gone for the
duration. Antimagic Field has no effect on the wall, and
Dispel Magic can affect only the violet layer.
See Order and Effect table in the Player's Handbook
2024 p. 308.
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You shape-shift into another creature for the duration or A churning storm cloud forms for the duration, centered You briefly stop the flow of time for everyone but
until you take a Magic action to shape-shift into a on a point within range and spreading to a radius of 300 yourself. No time passes for other creatures, while you
different eligible form. The new form must be of a feet. Each creature under the cloud when it appears take 1d4 + 1 turns in a row, during which you can use
creature that has a Challenge Rating no higher than must succeed on a Constitution saving throw or take 2d6 actions and move as normal.
your level or Challenge Rating. You must have seen the Thunder damage and have the Deafened condition for This spell ends if one of the actions you use during this
sort of creature before, and it can't be a Construct or the duration. period, or any effects that you create during it, affects a
an Undead. At the start of each of your later turns, the storm creature other than you or an object being worn or
When you shape-shift, you gain a number of Temporary produces different effects, as detailed below. carried by someone other than you. In addition, the spell
Hit Points equal to the Hit Points of the form. The spell Turn 2. Acidic rain falls. Each creature and object under ends if you move to a place more than 1,000 feet from
ends early if you have no Temporary Hit Points left. the cloud takes 4d6 Acid damage. the location where you cast it.
Your game statistics are replaced by the stat block of the Turn 3. You call six bolts of lightning from the cloud to
chosen form, but you retain your creature type; strike six different creatures or objects beneath it. Each
alignment; personality; Intelligence, Wisdom, and target makes a Dexterity saving throw, taking 10d6
Charisma scores; Hit Points; Hit Point Dice; Lightning damage on a failed save or half as much
proficiencies; and ability to communicate. If you have damage on a successful one.
the Spellcasting feature, you retain it too. Turn 4. Hailstones rain down. Each creature under the
Upon shape-shifting, you determine whether your cloud takes 2d6 Bludgeoning damage.
equipment drops to the ground or changes in size and Turns 5-10. Gusts and freezing rain assail the area under
shape to fit the new form while you're in it. the cloud. Each creature there takes 1d6 Cold damage.
Until the spell ends, the area is Difficult Terrain and
Heavily Obscured, ranged attacks with weapons are
impossible there, and strong wind blows through
the area.
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True Polymorph True Resurrection Weird
9th level Transmutation 9th level Necromancy 9th level Illusion
Bard, Warlock, Wizard Cleric, Druid Warlock, Wizard
Casting Time: Action Casting Time: 1 hour Casting Time: Action
Range: 30 feet Range: Touch Range: 120 feet
Duration: Concentration, up to 1 hour Duration: Instantaneous Duration: Concentration, up to 1 minute
Components: V, S, M (a drop of mercury, a dollop of Components: V, S, M (diamonds worth 25,000+ GP, Components: V, S
gum arabic, and a wisp of smoke) which the spell consumes)
You try to create illusory terrors in others' minds. Each
Choose one creature or nonmagical object that you can You touch a creature that has been dead for no longer creature of your choice in a 30-foot-radius Sphere
see within range. The creature shape-shifts into a than 200 years and that died for any reason except old centered on a point within range makes a Wisdom
different creature or a nonmagical object, or the object age. The creature is revived with all its Hit Points. saving throw. On a failed save, a target takes 10d10
shape-shifts into a creature (the object must be neither This spell closes all wounds, neutralizes any poison, Psychic damage and has the Frightened condition for the
worn nor carried). The transformation lasts for the cures all magical contagions, and lifts any curses duration. On a successful save, a target takes half as
duration or until the target dies or is destroyed, but if affecting the creature when it died. The spell replaces much damage only.
you maintain Concentration on this spell for the full damaged or missing organs and limbs. If the creature A Frightened target makes a Wisdom saving throw at the
duration, the spell lasts until dispelled. was Undead, it is restored to its non-Undead form. end of each of its turns. On a failed save, it takes 5d10
An unwilling creature can make a Wisdom saving throw, The spell can provide a new body if the original no Psychic damage. On a successful save, the spell ends on
and if it succeeds, it isn't affected by this spell. See the longer exists, in which case you must speak the that target.
Player's Handbook 2024 p. 335 for rules on Creature into creature's name. The creature then appears in an
Creature and Object into Creature. unoccupied space you choose within 10 feet of you.
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Wish
9th level Conjuration
Sorcerer, Wizard
Casting Time: Action
Range: Self
Duration: Instantaneous
Components: V