Transmutation Spells — D&D 5e
61 transmutation spells · D&D 5e · SRD 5.2.1
- DruidcraftWhispering to the spirits of nature, you create one of the following effects within range.
- ElementalismYou exert control over the elements, creating one of the following effects within range.
- MendingThis spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
- MessageYou point toward a creature within range and whisper a message.
- PrestidigitationYou create a magical effect within range.
- ShillelaghA Club or Quarterstaff you are holding is imbued with nature's power.
- ThaumaturgyYou manifest a minor wonder within range.
- Create or Destroy WaterYou do one of the following: Create Water.
- Divine FavorUntil the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
- Expeditious RetreatYou take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
- Feather FallChoose up to five falling creatures within range.
- JumpYou touch a willing creature.
- LongstriderYou touch a creature.
- Purify Food and DrinkYou remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
- Alter SelfYou alter your physical form.
- BarkskinYou touch a willing creature.
- Blindness/DeafnessOne creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the…
- DarkvisionFor the duration, a willing creature you touch has Darkvision with a range of 150 feet.
- Dragon's BreathYou touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison.
- Enhance AbilityYou touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma.
- Enlarge/ReduceFor the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below).
- Heat MetalChoose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range.
- KnockChoose an object that you can see within range.
- LevitateOne creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration.
- Magic WeaponYou touch a nonmagical weapon.
- Rope TrickYou touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an…
- Shining SmiteThe target hit by the strike takes an extra 2d6 Radiant damage from the attack.
- Spider ClimbUntil the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its…
- Spike GrowthThe ground in a 20-foot-radius Sphere centered on a point within range sprouts hard spikes and thorns.
- BlinkRoll 1d6 at the end of each of your turns for the duration.
- FlyYou touch a willing creature.
- Gaseous FormA willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration.
- HasteChoose a willing creature that you can see within range.
- Meld into StoneYou step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration.
- Plant GrowthThis spell channels vitality into plants.
- SlowYou alter time around up to six creatures of your choice in a 40-foot Cube within range.
- Speak with PlantsYou imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple…
- Water BreathingThis spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends.
- Water WalkThis 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…
- Control WaterUntil the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects.
- FabricateYou convert raw materials into products of the same material.
- PolymorphYou attempt to transform a creature that you can see within range into a Beast.
- Stone ShapeYou touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like.
- StoneskinUntil the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.
- Animate ObjectsObjects animate at your command.
- AwakenYou spend the casting time tracing magical pathways within a precious gemstone, and then touch the target.
- PasswallA passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the…
- TelekinesisYou gain the ability to move or manipulate creatures or objects by thought.
- DisintegrateYou launch a green ray at a target you can see within range.
- Flesh to StoneYou attempt to turn one creature that you can see within range into stone.
- Move EarthChoose an area of terrain no larger than 40 feet on a side within range.
- Wind WalkYou and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud.
- RegenerateA creature you touch regains 4d8 + 15 Hit Points.
- Reverse GravityThis spell reverses gravity in a 50-foot-radius, 100-foot high Cylinder centered on a point within range.
- SequesterWith a touch, you magically sequester an object or a willing creature.
- Animal ShapesChoose any number of willing creatures that you can see within range.
- Control WeatherYou take control of the weather within 5 miles of you for the duration.
- EarthquakeChoose a point on the ground that you can see within range.
- ShapechangeYou shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form.
- Time StopYou briefly stop the flow of time for everyone but yourself.
- True PolymorphChoose one creature or nonmagical object that you can see within range.
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