Transmutation Spells — D&D 5e
59 transmutation spells · D&D 5e · SRD 5.1
- DruidcraftWhispering to the spirits of nature, you create one of the following effects within 'range': You create a tiny, harmless sensory effect that predicts what the…
- MendingThis spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin.
- MessageYou point your finger toward a creature within range and whisper a message.
- PrestidigitationThis spell is a minor magical trick that novice spellcasters use for practice.
- ShillelaghThe wood of a club or a quarterstaff you are holding is imbued with nature's power.
- ThaumaturgyYou manifest a minor wonder, a sign of supernatural power, within range.
- Create or Destroy WaterYou either create or destroy water.
- Expeditious RetreatThis spell allows you to move at an incredible pace.
- Feather FallChoose up to five falling creatures within range.
- GoodberryUp to ten berries appear in your hand and are infused with magic for the duration.
- JumpYou touch a creature.
- LongstriderYou touch a creature.
- Purify Food and DrinkAll nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
- Alter SelfYou assume a different form.
- BarkskinYou touch a willing creature.
- DarkvisionYou touch a willing creature to grant it the ability to see in the dark.
- Enhance AbilityYou touch a creature and bestow upon it a magical enhancement.
- Enlarge/ReduceYou cause a creature or an object you can see within range to grow larger or smaller for the duration.
- 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 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 length of rope that is up to 60 feet long.
- Spider ClimbUntil the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while…
- Spike GrowthThe ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns.
- BlinkRoll a d20 at the end of each of your turns for the duration of the spell.
- FlyYou touch a willing creature.
- Gaseous FormYou transform a willing creature you touch, 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, melding yourself and all the equipment you carry with the stone for the…
- Plant GrowthThis spell channels vitality into plants within a specific area.
- SlowYou alter time around up to six creatures of your choice in a 40-foot cube within range.
- Speak with PlantsYou imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands.
- Water BreathingThis spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term.
- 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 freestanding water inside an area you choose that is a cube up to 100 feet on a side.
- FabricateYou convert raw materials into products of the same material.
- Giant InsectYou transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration.
- PolymorphThis spell transforms a creature that you can see within range into a new form.
- 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 that suits your…
- Animate ObjectsObjects come to life at your command.
- AwakenAfter spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant.
- PasswallA passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and…
- ReincarnateYou touch a dead humanoid or a piece of a dead humanoid.
- TelekinesisYou gain the ability to move or manipulate creatures or objects by thought.
- DisintegrateA thin green ray springs from your pointing finger to a target that 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 you can see within range assume a gaseous form for the duration, appearing as wisps of cloud.
- EtherealnessYou step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane.
- RegenerateYou touch a creature and stimulate its natural healing ability.
- Reverse GravityThis spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range.
- SequesterBy means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration.
- Animal ShapesYour magic turns others into beasts.
- Control WeatherYou take control of the weather within 5 miles of you for the duration.
- GlibnessUntil the spell ends, when you make a Charisma check, you can replace the number you roll with a 15.
- ShapechangeYou assume the form of a different creature for the duration.
- 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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