Spell lists Alphabetical F

F Spells


 

Fabricate

4th level Transmutation
  Casting Time: 10 minutes
Range: 120 ft
Components: V, S
Duration: Instantaneous

  You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10 foot cube, or eight connected 5 foot cubes, given a sufficient quantity of raw materials. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than medium (contained within a single 5 ft cube.) The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

 

Faerie Fire

1st level Evocation
  Casting Time: 1 action
Range: 60 ft
Components: V
Duration: Concentration, up to 1 minute

  Each object in a 20 ft cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10 ft radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

 

False Life

1st level necromancy
  Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of Alcohol or distilled spirits)
Duration: 1 hour

  Bolstering yourself with a necromatic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At Higher Levels. When you cast this spell using spell slot of 2nd or higher, you gain 5 additional temporary hit ponits for each slot level above 1st.

 

Far Step

5th Level Conjuration
  Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

  You teleport up to 60 ft to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in the way again.

 

Fear

3rd Level Illusion
  Casting Time: 1 action
Range: Self (30 ft cone
Components: V, S, M (a white feather or the heart of a hen)
Duration: Concentration, up to 1 minute

  You project a phantasmal image of a creature's worst fears. Each creature in a 30 ft cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.
While frightened by this spell, a creature must take the dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

 

Feather Fall

1st Level Transmutation
  Casting Time: 1 reaction, which you take when you or a creature within 60 ft of you falls
Range: 60 ft
Components: V, M (a small feather or piece of down)
Duration: 1 minute

  Choose up to five falling creatures within range. A falling creature's rate of decent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

 

Feeblemind

8th level Enchantment
  Casting Time: 1 action
Range: 150 Ft
Components: V, S, M (A handful of clay, crystal, class, or mineral spheres)
Duration: Instantaneous

  You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. THe target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magical items, understand language, or communicate in any intelligible way. The creature can, however identify its friends, follow them, and even protect them.
At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.
The spell can also be ended by Greater Restoration, Heal, or Wish.

 

Feign Death

3rd level Necromancy (Ritual)
  Casting Time: 1 action
Range: Touch
Components: V, S, M (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.

 

Find Familiar

1st level Conjuration (ritual)
  Casting Time: 1 hour
Range: 10 ft
Components: V, S, M (10 gp 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 form you choose: Bat, cat crab, frog (toad), hawk, lizard, octopus, owl poisonous snake, fish, 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, fey, or fiend (your choice) 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.
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, you 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 ft 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 cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell as if it had cast the spell. Your familiar must be within 100 ft 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.

 

Find Greater Steed

4th Level Conjuration
  Casting Time: 10 minutes
Range: 30 ft
Components: V, S
Duration: Instantaneous

  You summon a spirit that ssumes the form of a loyal, magestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. It is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.
The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.
You can't have more than one mount bonded by this spell or find steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.
Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.

 

Find Steed

2nd level Conjuration
  Casting Time: 10 Minutes
Range: 30 ft
Components: V, S
Duration: Instantaneous

  You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. The steed has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of its normal type. Additionally, if your steed has an Intelligence of 5 or less, its intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond ith it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. you can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with each other telepathically.
You can't have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.

 

Find the Path

6th level divination (Ritual)
  Casting Time: 1 minute
Range: Self
Components: V, S, M (A set of divinatory tools -such as bones, ivory sticks, cards teeth, or carved runes- worth 100gp and an object from the locations you wish to find)
Duration: concentration, up to 1 day

  This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. if you name a destination on another plane of existence, a destination that moves (Such as a mobile fortress), or a destination that isn't specific (such as "A green dragon's lair"), the spell fails.
For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

 

Find Traps

2nd Level Divination
  Casting Time: 1 action
Range: 120 Ft
Components: V, S
Duration: Instantaneous

  You sense the presence of any trap within range that is within line of sight. a trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the Alarm spell, a Glyph of Warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

 

Finger of Death

7th level Necromancy
  Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Instantaneous

  You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one.
A humanoid killed by the spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability.

 

Fireball

3rd level Evocation
  Casting Time: 1 action
Range: 150 ft
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous

  A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20 foot radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

 

Fire Bolt

Evocation cantrip
  Casting Time: 1 action
Range: 120 ft
Components: V, S
Duration: Instantaneous

  You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

 

Fire Shield

4th Level evocation
  Casting Time: 1 action
Range: Self
Components: V, S, M (a bit of phosphorus or a firefly)
Duration: 10 minutes

  Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10 foot radius and dim light for an additional 10 ft. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 ft of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

 

Fire Storm

7th level evocation
  Casting Time: 1 action
Range: 150 ft
Components: V, S
Duration: instantaneous

  A storm made up a sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10 ft cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a filed save, or half as much damage on a successful one.
The Fire damages objects in the area and ignites flammable objects that aren't being worn or carried, If you choose, plant life in the area is unaffected by this spell.

 

Flame Arrows

3rd Level Transmutation
  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 a 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.

 

Flame Blade

2nd level evocation
  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 ft radius and dim light for an additional 10 ft.
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 slots levels above 2nd.

 

Flame Strike

8th level Evocation
  Casting Time: 1 action
Range: 60 ft
Components: V, S, M (pinch of sulfur)
Duration: Instantaneous

  A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10 ft radius, 40 ft high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes a 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage 9your choice0 increases by 1d6 for each slot level above 5th.

 

Flaming Sphere

2nd level Conjuration
  Casting Time: 1 action
Range: 60 ft
Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)
Duration: Concentration, up to 1 minute

  A 5 ft diameter sphere of fire appears in a unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 ft 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 10 ft. 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 ft tall and jump it across pits up to 10 ft wide. the sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20 ft radius and dim light for an additional 20 ft.
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.

 

Flesh to Stone

6th level Transmutation
  Casting Time: 1 action
Range: 60 ft
Components: V, S, M (a pinch of lime, water, and earth)
Duration: Concentration, up to 1 minute

  you attempt to turn one creature that you can see within range into stone. If the target's body is made off leash, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.

 

Fly

3rd level Transmutation
  Casting Time: 1 action
Range: Touch
Components: V, S, M (a wing feather from any bird)
Duration: Concentration, up to 10 minutes

  You touch a willing creature. The target gains a flying speed of 60 ft for the duration. When this spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

 

Fog Cloud

1st level Conjuration
  Casting Time: 1 action
Range: 120 ft
Components: V, S
Duration: Concentration, up to 1 hour

  You create a 20 ft radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 ft for each slot level above 1st.

 

Forbiddance

6th level abjuration (ritual)
  Casting Time: 10 minutes
Range: Touch
Components: V, S, M (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 ft 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, shadow fell, 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 the spell).
When you cast this spell, you can designate a password. A creature that speaks the 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.

 

Forcecage

7th level evocation
  Casting Time: 1 action
Range: 100 ft
Components: V, S, M (Ruby dust worth 1,500 gp)
Duration: 1 hour

  An immobile, invisible, cube shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
A prison in the shape of a cage can be up to 20 ft on a side and is made from 1/2 inch diameter bars spaced 1/2 inch apart.
A prison in the shape of a box can be up to 10 ft on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure the creature cant exit the cage, and wastes the use of the spell or effect. The cage also extends into the Ethereal plane, blocking ethereal travel.
This spell can't be dispelled by dispel magic.

 

Foresight

9th level Divination
  Casting Time: 1 minute
Range: Touch
Components: V, S, M (a hummingbird feather)
Duration: 8 Hours

  You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration.
This spell immediately ends if you cast it again before its duration ends.

 

Freedom of Movement

4th level Abjuration
  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 ft 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.

 

Friends

Enchantment Cantrip
  Casting Time: 1 action
Range: Self
Components: S, M (A small amount of makeup applied to the face as this spell is cast)
Duration: Concentration, up to 1 minute

  For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

 

Frostbite

Evocation cantrip
  Casting Time: 1 action
Range: 60 ft
Components: V, S
Duration: Instantaneous

  You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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