You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane).
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Up to three creatures of your choice that you can see within range must each make a Charisma saving throw.
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration.
You blast the mind of a creature that you can see within range.
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.
One creature you can see within range makes a Wisdom saving throw.
One Humanoid you can see within range makes a Wisdom saving throw.
Channeling the chill of the grave, make a melee spell attack against a target within reach.
Negative energy ripples out in a 60-foot-radius Sphere from a point you choose within range.
For the duration, you understand the literal meaning of any language that you hear or see signed.
You mentally contact a demigod, the spirit of a longdead sage, or some other knowledgeable entity from another plane.
You attempt to interrupt a creature in the process of casting a spell.
You can cast this spell only at night.
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere.
You create a shadowy Medium door on a flat solid surface that you can see within range.
For the duration, you sense the presence of magical effects within 30 feet of yourself.
You teleport to a location within range.
Choose one creature, object, or magical effect within range.
One creature you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration.
You target a creature you know on the same plane of existence.
You hurl a beam of crackling energy.
You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw.
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane.
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.