Spell Lists Alphabetical G
G Spells
Gaseous Form
3rd level TransmutationCasting Time: 1 action
Range: Touch
Components: V, S, M (a bit of gauze and a wisp of smoke)
Duration: Concentration, up to 1 hour
You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 ft. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, andit has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
Gate
9th level ConjurationCasting Time: 1 action
Range: 60 ft
Components: V, S, M (A diamond worth at least 5000 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 existance. The portal is a circular opening, which you can make 5 to 20 ft 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 to 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.
Geas
5th level EnchantmentCasting Time: 1 minute
Range: 60 ft
Components: V
Duration: 30 days
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.
You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.
You can end the spell early by using an action to dismiss it. A remove curse, Greater restoration, or wish spell also ends it.
At higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.
Gentle Repose
2nd level necromancy (ritual)Casting Time: 1 action
Range: Touch
Components: V, S, M (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 efffetively 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.
Giant Insect
4th level transmutationCasting Time: 1 action
Range: 30 ft
Components: V, S
Duration: Concentration, up to 10 minutes
You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion.
Each creature obeys your verbal commands, and in combat, they act on your turn each round. The DM has the statistics for these creatures and resolves their actions and movement.
The DM might allow you to choose different targets. Such as, if you transform a bee, tis giant version might have the same statistics as a giant wasp.
Glibness
8th-level transmutationCasting Time: 1 Action
Range: Self
Components: V
Duration: 1 Hour
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Globe of Invulnerability
6th-level AbjarationCasting Time: 1 action
Range: 10 ft radius
Components: V, S, M (a glass or crystal bead that shatters when the spell ends)
Duration: Concentration, up to 1 minute
An immobile, faintly shimmering barrier springs into existence in a 10 ft radius around you and remains for the duration.
Any spells of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the area's affected by such spells.
At Higher Levels. When your cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.
Glyph of Warding
3rd-level AbjurationCasting Time: 1 hour
Range: Touch
Components: V, S, M (incense and powdered diamond worth at least 200 gp, which the spell consumes)
Duration: Until dispelled or triggered
When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 ft in diameter. If the surface or object is moved more than 10 ft from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind, or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes. When triggered, the glyph erupts with magical energy in a 20 ft radius sphere centered on the glyph. THe spell spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold fire, lightning or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it gargets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the spell you use for the Glyph of Warding.
Goodberry
1st Level TransmutationCasting Time: 1 action
Range: Touch
Components: V, S, M (A sprig of mistletoe, and one fresh berry of any kind that is consumed by the casting)
Duration: Instantaneous
Up to 10 berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day.
If the caster decides to make a single berry, for each berry less then 10 created, then one of the berries can contain the hit point restoration for that missing berry. the caster can decide to spread this amongst the other berries as they decide to.
The berries lose their potency if they have not been consumed with 24 hours of the casting of this spell.
Grasping Vine
4th Level conjurationCasting Time: 1 bonus action
Range: 30 ft
Components: V, S
Duration: Concentration, up to 1 minute
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 ft of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 ft directly toward the vine.
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
Grease
1st-Level ConjurationCasting Time: 1 action
Range: 60 ft
Components: V, S, M (a bit of pork rind or butter)
Duration: 1 minute
Slick grease covers the ground in a 10 ft square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Greater Invisibility
4th level illusionCasting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You or a creature you touch becomes invisible until the spell ends. anything the target is wearing or carrying is invisible as long as it is on the target's person.
Greater Restoration
5th-Level abjurationCasting Time: 1 action
Range: Touch
Components: V, S, M (Diamond dust worth at least 100 gp, 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
Green Flame Blade
- Evocation Cantrip
Casting Time: 1 action
Range: Self (5 ft radius)
Components: S, M (A melee weapon worth at least 1 sp
Duration: Instantaneous
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 ft of you. On a hit, the target suffers the weapon attack's normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 ft of it. The second creature takes fire damage equal to your spell casting ability modifier.
This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 18th level (3d8 and 3d8).
Guardian of Faith
4th level conjurationCasting Time: 1 action
Range: 30 ft
Components: V
Duration: 8 hours
A large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.
Any creature hostile to you that moves to a space within 10 ft of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Guardian of Nature
4th Level TransmutationCasting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
A nature spirit answers your call and transforms you into a powerful guardian. The transformation lasts until the spell ends. You choose one of the following forms to assume:
- Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the following benefits:
- Your walking speed increases by 10 ft.
- You gain darkvision with a range of 120 ft.
- You make Strength-based attack rolls with advantage.
- Your melee weapon attacks deal an extra 1d6 force damage on a hit.
- Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following benefits:
- You gain 10 temporary hit points.
- You make Constitution saving throws with advantage.
- You make dexterity and wisdom based attack rolls with advantage.
- While You are on the ground, the ground within 15 ft of you is difficult terrain for your enemies.
Guards and Wards
6th Level AbjurationCasting Time: 10 Minutes
Range: Touch
Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk blood, and a small silver rod worth at least 10 gp)
Duration: 24 hours
You create a ward that protects up to 2,500 square ft of floor space (an area 50 ft square, or one hundred 5 foot squares or twenty-five 10 foot squares). The warded area can be up to 20 ft tall, and shape as you desire. You can ward several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are casting the spell.
When you cast this spell, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects.
Guards and wards creates the following effects within the warded area.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if sealed by an arcane lock spell. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the Minor Illusion spell) to make them appear as plain section of wall.
Stairs. Webs fill all stairs in the warded area from top to bottom, as the web spell. These strands regrow in 10 minutes if they are burned or torn away while guards and Wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.
- Place Dancing lights in four corridors. You can designate a simple program that the lights repeat as long as Guards and wards last.
- Place magic mouth in two locations.
- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
- Place a constant gust of wind in one corridor or room.
- Place a suggestion in one location. You select an area of up to 5 ft square, and any creature that enters or passes through the area receives the suggestion mentally.
The whole warded area radiates magic. A dispel magic cast on a specific effect, if successful, removes only that effect.
You can create a permanently guarded and warded structure by casting this spell there every day for one year.
Guidance
Divination cantripCasting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Guiding Bolt
1st-Level evocationCasting Time: 1 action
Range: 120 ft
Components: V, S
Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Gust
Transmutation CantripCasting Time: 1 action
Range: 30 ft
Components: V, S
Duration: Instantaneous
You seize the air and compel it to create one of the following effects at a point you can see within range:
- One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 ft away from you.
- You create a small blast of air capable of moving once object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 ft away from you. It isn't pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Gust of Wind
2nd level evocationCasting Time: 1 action
Range: Self (60 ft line)
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A line of strong wind 60 ft long and 10 ft wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 ft away from you in a direction following the line.
Any creature in the line must spend 2 ft of movement for every 1 ft it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
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