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CHAPTER 3
SPELLS
ANY OF THE CH ARACTER CLASSES IN THE When a DM adds spells to a campaign, clerics, druids,
Player's Handbook harness magic in the and paladins require special consideration. When char-
form of spells. This chapter provides new acters of those classes prepare their spells, they have ac-
spells for those classes, as well as for cess to the entire spell list for their class. Given that fact,
spellcasting monsters. The Dungeon Mas- the DM should be cautious about making all of these
ter decides which of these spells are avail- new spells available to a player who is overwhelmed
able in a campaign and how they can be when presented with many options. For such a player,
learned. For example, a DM might decide consider adding only story-appropriate spells to the spell
that some of the spells are freely available, that others list of that player's character.
are unobtainable, and that a handful can be found only
after a special quest, perhaps discovered in a long-lost SPELL LISTS
tome of magic. Wizard spells, in particular, can be intro- The following spell lists show which spells can be cast
duced to a campaign in spellbooks found as treasure.
by characters of each class. Aspell's school of magic is
noted in parentheses. If a spell can be cast as a ritual,
the ritual tag also appears in the parentheses.
BARD SPELLS CLERIC SPELLS DRUID SPELLS
(ANTRIPS (o LEVEL} CANTRIPS (o LEVEL} (ANTRIPS (o LEVEL}
Thunderclap (evocation) Toll the dead (necromancy) Control flames (transmutation)
Word of radiance (evocation) Create bonfire (conjuration)
1ST LEVEL Frostbite (evocation)
Earth tremor (evocation) 1ST LEVEL Gust (transmutation)
Ceremony (abjuration, ritual) Infestation (conjuration)
2ND LEVEL
Magic stone (transmutation)
Pyrotechnics (transmutation) 3RD LEVEL
Mold earth (transmutation)
Skywrite (transmutation, ritual) Life transference (necromancy)
Primal savagery (transmutation)
Warding wind (evocation)
STH LEVEL Shape water (transmutation)
3RD LEVEL Dawn (evocation) Thunderclap (evocation)
Catnap (enchantment) Holy weapon (evocation)
1ST LEVEL
Enemies abound (enchantment)
]TH LEVEL Absorb elements (abjuration)
4TH LEVEL Temple of the gods (conjurat ion) Beast bond (divination)
Charm monster (enchantment) Earth tremor (evocation)
Ice knife (conjuration)
STH LEVEL Snare (abjuration)
Skill empowerment (transmutation)
Synaptic static (enchantment) 2ND LEVEL
Dust devil (conjuration)
9TH LEVEL Earthbind (transmutation)
Mass polymorph (transmutation) Healing spirit (conjuration)
Psychic scream (enchantment) Skywrite (transmutation, ritual)
Warding wind (evocation)

