# Level 5 Spells

> From the Curse of Strahd game wiki (it covers the whole game, spoilers included): https://curseofstrahd.app/wiki/spells/level-5-spells.html. Unofficial Fan Content permitted under the Fan Content Policy, not approved or endorsed by Wizards of the Coast.

## Alustriel’s Mooncloak
*Level 5 abjuration* · action · self · VS M · minutes 1 · Bard, Druid, Ranger, Wizard

Moonlight fills a 20-foot Emanation around you. You and your allies in it have Half Cover and Resistance to Cold, Lightning and Radiant damage. You can end the spell early: as a Reaction when you fail a save against being Frightened, Grappled or Restrained, to succeed instead (in a fight you are asked, unless the class tab sets it to Automatic or Off), or as a Magic action to heal yourself or an ally in the moonlight for 4d10 + your spellcasting modifier.

## Animate Objects
*Level 5 transmutation* · action · 120 ft · VS · minutes 1 · Bard, Sorcerer, Wizard

Animate objects up to your spellcasting modifier (Large counts as 2, Huge as 3); each uses the Animated Object stat block, acts on your turn and attacks with a Slam when you command it as a Bonus Action. Their Slam damage grows with higher slots.

## Antilife Shell
*Level 5 abjuration* · action · self · VS · hours 1 · Druid

Creatures other than Constructs and Undead can't move into the Emanation or reach through it, though they can still cast spells or make ranged attacks into it. If you move so that a blocked creature would be forced through it, the spell ends.

## Banishing Smite
*Level 5 conjuration* · bonus action · self · V · minutes 1 · Paladin

If the hit leaves the target at 50 Hit Points or fewer, it makes a Charisma save or is shunted to a harmless demiplane, Incapacitated, until the spell ends; then it returns to the space it left or the nearest free one.

## Bigby's Hand
*Level 5 evocation* · action · 120 ft · VS M · minutes 1 · Sorcerer, Wizard

The hand has AC 20 and your Hit Point maximum. When it appears and as a Bonus Action later, it moves up to 60 ft and then strikes (melee spell attack, 5d8 Force), pushes (Str save), grapples (Dex save; crush for 4d6 + your modifier Bludgeoning) or shields you with Half Cover.

## Circle of Power
*Level 5 abjuration* · action · self · V · minutes 10 · Cleric, Paladin, Wizard

While in the Emanation, you and your allies have Advantage on saves against spells and other magical effects, and a success against such an effect that deals half damage on a success deals no damage instead.

## Cloudkill
*Level 5 conjuration* · action · 120 ft · VS · minutes 10 · Sorcerer, Wizard

Creatures save when it appears, when it moves onto them, when they enter it and when they end a turn in it, once per turn. The fog is Heavily Obscured and moves 10 ft away from you at the start of each of your turns.

## Commune
*Level 5 divination (ritual)* · 1 minute · self · VS M · minutes 1 · Cleric

Each answer is a single word, or a short phrase if one word would mislead. Each extra casting before a Long Rest has a cumulative 25 percent chance of getting no answer.

## Commune with Nature
*Level 5 divination (ritual)* · 1 minute · self · VS · instantaneous · Druid, Ranger

The area is 3 miles around you outdoors or 300 feet underground; facts can be terrain, waters, plants, animals, creatures, planar influences or buildings. It doesn't work where nature has been replaced by construction, such as a dungeon or town.

## Cone of Cold
*Level 5 evocation* · action · self · VS M · instantaneous · Druid, Sorcerer, Wizard

A creature killed by it becomes a frozen statue until it thaws.

## Conjure Elemental
*Level 5 conjuration* · action · 60 ft · VS · minutes 10 · Druid, Wizard

Pick air (Lightning), earth (Thunder), fire (Fire) or water (Cold). While it holds no one, a creature entering its space or starting its turn within 5 ft saves; a Restrained creature repeats the save at the start of each of its turns, taking 4d8 more on a failure and breaking free on a success.

## Contact Other Plane
*Level 5 divination (ritual)* · 1 minute · self · V · minutes 1 · Warlock, Wizard

You make a DC 15 Intelligence save: on a failure you take 6d6 Psychic damage and are Incapacitated until a Long Rest (Greater Restoration ends it); on a success you may ask up to five questions, answered with a word or short phrase, possibly unhelpfully.

## Contagion
*Level 5 necromancy* · action · touch · VS · days 7 · Cleric, Druid

The Poisoned target repeats the Con save at the end of each of its turns until it has three successes (the spell ends) or three failures (it lasts the full 7 days). While it lasts, anything that would end the Poisoned condition needs the target to win a Con save first.

## Destructive Wave
*Level 5 evocation* · action · self · V · instantaneous · Paladin

Only creatures you choose in the Emanation are affected. You pick Radiant or Necrotic when you cast.

## Dispel Evil and Good
*Level 5 abjuration* · action · self · VS M · minutes 1 · Cleric, Paladin

You can end the spell with a Magic action to free a touched creature from possession or from being Charmed or Frightened by such creatures, or to make one such creature within 5 ft make a Cha save or be sent home (Undead to the Shadowfell, Fey to the Feywild).

## Dominate Person
*Level 5 enchantment* · action · 60 ft · VS · minutes 1 · Bard, Sorcerer, Wizard

It has Advantage on the save if you or your allies are fighting it. While Charmed it follows your commands; you can take a Magic action to control its next action precisely.

## Enervation
*Level 5 necromancy* · action · 60 ft · VS · minutes 1 · Sorcerer, Warlock, Wizard

A visible creature makes a Dexterity save against 6d8 Necrotic, half on success. Success ends the spell. After failure, later Bonus Actions deal 2d8 Necrotic automatically. Every damage instance heals you for half damage dealt. Ends if target leaves range or gains Total Cover. Initial damage gains 1d8 per slot above 5.

## Flame Strike
*Level 5 evocation* · action · 60 ft · VS M · instantaneous · Cleric

The column is 40 feet high. Both damage types grow with higher slots.

## Grave Ground
*Level 5 necromancy* · action · 120 ft · VS M · minutes 1 · Cleric, Warlock, Wizard

Skeletal hands claw up from a 20-foot square of ground you can see within range (the book lets you arrange four 10-foot squares; the game lays them as one square). It's Difficult Terrain for your enemies. An enemy there when it appears, entering it, or ending its turn there makes a Strength save once per turn: on a failure it takes 6d6 Necrotic damage and subtracts 1d6 from its damage rolls until the end of its next turn. +1d6 damage per slot level above 5.

## Greater Restoration
*Level 5 abjuration* · action · touch · VS M · instantaneous · Bard, Cleric, Druid, Paladin, Ranger

Choose one: a level of Exhaustion, the Charmed or Petrified condition, a curse (including attunement to a cursed item), a reduction to an ability score, or a reduction to the Hit Point maximum.

## Hallow
*Level 5 abjuration* · 24 hour · touch · VS M · until dispelled · Cleric

Celestials, Elementals, Fey, Fiends and Undead can't enter it or charm, frighten or possess anyone inside, and its dead can't be raised as Undead. You also bind one extra effect to it, such as courage, darkness, daylight, energy protection, fear or tongues.

## Hold Monster
*Level 5 enchantment* · action · 90 ft · VS M · minutes 1 · Bard, Sorcerer, Warlock, Wizard

A success on a repeated save ends the spell on that creature. You can target one more creature for each slot level above 5.

## Insect Plague
*Level 5 conjuration* · action · 300 ft · VS M · minutes 10 · Cleric, Druid, Sorcerer

Creatures save when it appears and when they enter it or end a turn in it, once per turn. The swarm is Lightly Obscured and Difficult Terrain.

## Jallarzi's Storm of Radiance
*Level 5 evocation* · action · 120 ft · VS M · minutes 1 · Warlock, Wizard

Creatures inside are Blinded and Deafened and can't cast spells with a Verbal component. They save when it appears and when they enter it or end a turn there, once per turn.

## Legend Lore
*Level 5 divination* · 10 minute · self · VS M · instantaneous · Bard, Cleric, Wizard

The more you already know or hold of the subject, the clearer the answer; for something obscure you may learn nothing.

## Mass Cure Wounds
*Level 5 abjuration* · action · 60 ft · VS · instantaneous · Bard, Cleric, Druid

You choose the creatures in the Sphere.

## Mislead
*Level 5 illusion* · action · self · S · hours 1 · Bard, Warlock, Wizard

The invisibility ends right after you attack, deal damage or cast a spell. The double acts as you direct with a Magic action, moving up to twice your Speed, and you can see and hear through its senses.

## Mordenkainen’s Lucubration
*Level 5 divination* · action · self · VS · instantaneous · Wizard

Recover up to two spent slots of level 2 or lower. A level 6–7 casting can restore slots up to level 3; a level 8–9 casting can restore slots up to level 4.

> [!note] In this game
> Can also be cast while exploring, from the character sheet.

## Negative Energy Flood
*Level 5 necromancy* · action · 60 ft · V M · instantaneous · Warlock, Wizard

A creature you can see that isn't Undead makes a Constitution save: 3d10 + 25 Necrotic damage, half on a success. A Humanoid this kills rises at the start of your next turn as a Zombie that obeys you (in the game, for the rest of the fight). An Undead target instead gains 3d10 Temporary Hit Points. +1d10 damage per slot level above 5.

## Passwall
*Level 5 transmutation* · action · 30 ft · VS M · hours 1 · Wizard

The passage is up to 5 feet wide, 8 feet tall and 20 feet deep. When it closes, anyone still inside is safely moved to the nearest unoccupied space.

## Raise Dead
*Level 5 necromancy* · 1 hour · touch · VS M · instantaneous · Bard, Cleric, Paladin

It returns with 1 Hit Point; poisons and nonmagical diseases are cured, but missing body parts aren't restored and Undead can't be raised. It takes a -4 penalty to D20 Tests that shrinks by 1 with each Long Rest.

## Reincarnate
*Level 5 necromancy* · 1 hour · touch · VS M · instantaneous · Druid

The creature must have died within the last 10 days and its soul must be willing. It keeps its mind, memories and capabilities, but swaps its species traits for the new body's.

## Scrying
*Level 5 divination* · 10 minute · self · VS M · minutes 10 · Bard, Cleric, Druid, Warlock, Wizard

The save is easier or harder by how well you know the target and what connects you to it. On a failure an invisible sensor follows within 10 ft of it, and you see and hear through it; you can instead spy on a place you've seen.

## Seeming
*Level 5 illusion* · action · 30 ft · VS · hours 8 · Bard, Sorcerer, Wizard

An unwilling target can make a Cha save to avoid it. A creature can see through a disguise with a successful Intelligence (Investigation) check against your spell save DC.

## Songal’s Elemental Suffusion
*Level 5 transmutation* · action · self · VS M · minutes 1 · Druid, Sorcerer, Wizard

Choose Acid, Cold, Fire, Lightning or Thunder: you gain Resistance to it and a Fly Speed of 30 feet (you can hover). When you cast the spell and at the start of each of your turns, creatures you choose (your foes) in a 15-foot Emanation make a Dexterity save: 2d6 damage of that type and Prone on a failure, half damage only on a success. The Circle casting isn't in the game.

## Spirit Lantern
*Level 5 necromancy* · action · self · VS M · minutes 10 · Cleric, Warlock, Wizard

A ghostly lantern hovers by you for 10 minutes, shedding Dim Light 60 feet. When an enemy dies in its light, the lantern captures a fragment of its spirit (up to your spellcasting modifier). As a Bonus Action you can spend a fragment on a creature you can see within 60 feet: it makes a Constitution save against 4d8 + your spellcasting modifier Necrotic damage (half on a success); or an Undead regains that many Hit Points; or attacks against it have Disadvantage until the start of your next turn.

## Steel Wind Strike
*Level 5 conjuration* · action · 30 ft · S M · instantaneous · Ranger, Wizard

Afterwards you can teleport to an unoccupied space you can see within 5 feet of one of the targets.

## Summon Celestial
*Level 5 conjuration* · action · 90 ft · VS M · hours 1 · Cleric, Paladin

It uses the Celestial Spirit stat block, shares your Initiative and takes its turn right after yours, obeying your commands. Its stats grow with the slot level.

## Summon Dragon
*Level 5 conjuration* · action · 60 ft · VS M · hours 1 · Wizard

It uses the Draconic Spirit stat block, shares your Initiative and takes its turn right after yours, obeying your commands. Its stats grow with the slot level.

## Summon Plant
*Level 5 conjuration* · action · 90 ft · VS M · hours 1 · Druid, Ranger

Summon a Fungus, Tree, or Vine spirit into a visible empty space. It acts just after you on your Initiative, follows free verbal commands, and otherwise Dodges and avoids danger. It disappears at 0 HP or spell end. Slot level scales the source Plant Spirit stat block; you control its actions and movement.

## Swift Quiver
*Level 5 transmutation* · bonus action · self · VS M · minutes 1 · Ranger

When you cast it and as a Bonus Action on later turns, you make two attacks with a weapon that fires Arrows or Bolts. The spell makes the ammunition, which vanishes after it hits or misses.

## Synaptic Static
*Level 5 enchantment* · action · 120 ft · VS · instantaneous · Bard, Sorcerer, Warlock, Wizard

A muddled creature subtracts 1d6 from its attack rolls, ability checks and Con saves to keep Concentration. It repeats the Int save at the end of each of its turns, ending the effect on a success.

## Telekinesis
*Level 5 transmutation* · action · 60 ft · VS · minutes 10 · Sorcerer, Wizard

The creature stays Restrained (held aloft if lifted) until the end of your next turn. When you cast it and as a Magic action later, you can move a creature again or move or handle an object of up to 1,000 pounds.

## Wall of Force
*Level 5 evocation* · action · 120 ft · VS M · minutes 10 · Wizard

Make a dome or globe up to 10 feet in radius, or a surface of up to ten 10-foot panels. It is immune to all damage and can't be dispelled by Dispel Magic, but Disintegrate destroys it; it reaches into the Ethereal Plane too.

## Wall of Stone
*Level 5 evocation* · action · 120 ft · VS M · minutes 10 · Druid, Sorcerer, Wizard

It is made of ten 10-by-10-foot panels 6 inches thick (or ten 10-by-20 panels 3 inches thick); each panel has AC 15 and 30 Hit Points per inch of thickness. A creature in its path is pushed aside, with a Dex save to choose the side.

## Waves of Exhaustion
*Level 5 necromancy* · bonus action · self · VS M · minutes 1 · Sorcerer, Warlock, Wizard

While active, Magic actions emit a 60-foot Cone. Creatures save Constitution or gain 1 Exhaustion, never increasing the target’s total Exhaustion above 4. All Exhaustion gained from this spell ends with it.

## Yolande's Regal Presence
*Level 5 enchantment* · action · self · VS M · minutes 1 · Bard, Wizard

Creatures you choose save when the Emanation reaches them, when they enter it and when they end a turn in it, once per turn.
