System Reference Document 5.2.1
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 While in this form, the target’s only method 
of movement is a Fly Speed of 10 feet, and it can 
hover. The target can enter and occupy the space 
of another creature. The target has Resistance to 
Bludgeoning, Piercing, and Slashing damage; it has 
Immunity to the Prone condition; and it has Advan -
tage on Strength, Dexterity, and Constitution saving 
throws. The target can pass through narrow open -
ings, but it treats liquids as though they were solid 
surfaces.
 The target can’t talk or manipulate objects, and 
any objects it was carrying or holding can’t be 
dropped, used, or otherwise interacted with. Fi -
nally, the target can’t attack or cast spells.
 Using a Higher-Level Spell Slot. You can target 
one additional creature for each spell slot level 
above 3.
Gate
Level 9 Conjuration (Cleric, Sorcerer, Warlock, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a diamond worth 5,000+ GP)
Duration: Concentration, up to 1 minute
You conjure a portal linking an unoccupied space 
you can see within range to a precise location on a 
different plane of existence. The portal is a circular 
opening, which you can make 5 to 20 feet in diam -
eter. You can orient the portal in any direction you 
choose. The portal lasts for the duration, and the 
portal’s destination is visible through it.
 The portal has a front and a back on each plane 
where it appears. Travel through the portal is possi -
ble only by moving through its front. Anything that 
does so is instantly transported to the other plane, 
appearing in the unoccupied space nearest to the 
portal.
 Deities and other planar rulers can prevent por -
tals created by this spell from opening in their pres -
ence or anywhere within their domains.
 When you cast this spell, you can speak the name 
of a specific creature (a pseudonym, title, or nick -
name doesn’t work). If that creature is on a plane 
other than the one you are on, the portal opens 
next to the named creature and transports it to the 
nearest unoccupied space on your side of the portal. 
You gain no special power over the creature, and it 
is free to act as the GM deems appropriate. It might 
leave, attack you, or help you.
Geas
Level 5 Enchantment (Bard, Cleric, Druid, Paladin, 
Wizard)
Casting Time: 1 minute
Range: 60 feet
Components: V
Duration: 30 days
You give a verbal command to a creature that you 
can see within range, ordering it to carry out some 
service or refrain from an action or a course of ac -
tivity as you decide. The target must succeed on a 
Wisdom saving throw or have the Charmed condi -
tion for the duration. The target automatically suc -
ceeds if it can’t understand your command.
 While Charmed, the creature takes 5d10 Psychic 
damage if it acts in a manner directly counter to 
your command. It takes this damage no more than 
once each day.
 You can issue any command you choose, short 
of an activity that would result in certain death. 
Should you issue a suicidal command, the spell 
ends.
 A Remove Curse, Greater Restoration, or Wish spell 
ends this spell.
 Using a Higher-Level Spell Slot. If you use a level 
7 or 8 spell slot, the duration is 365 days. If you use 
a level 9 spell slot, the spell lasts until it is ended by 
one of the spells mentioned above.
Gentle Repose
Level 2 Necromancy (Cleric, Paladin, Wizard)
Casting Time: Action or Ritual
Range: Touch
Components: V, S, M (2 Copper Pieces, which the spell 
consumes)
Duration: 10 days
You touch a corpse or other remains. For the dura-
tion, the target is protected from decay and can’t 
become Undead.
 The spell also effectively extends the time limit on 
raising the target from the dead, since days spent 
under the influence of this spell don’t count against 
the time limit of spells such as Raise Dead .
Giant Insect
Level 4 Conjuration (Druid)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 10 minutes
You summon a giant centipede, spider, or wasp (cho-
sen when you cast the spell). It manifests in an un -
occupied space you can see within range and uses 
the Giant Insect  stat block. The form you choose 
determines certain details in its stat block. The 
creature disappears when it drops to 0 Hit Points or 
when the spell ends.
 The creature is an ally to you and your allies. In 
combat, the creature shares your Initiative count, 
but it takes its turn immediately after yours. It 
obeys your verbal commands (no action required by 
you). If you don’t issue any, it takes the Dodge action 
and uses its movement to avoid danger.