System Reference Document 5.2.1
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You attempt to bind a Celestial, an Elemental, a 
Fey, or a Fiend to your service. The creature must 
be within range for the entire casting of the spell. 
(Typically, the creature is first summoned into the 
center of the inverted version of the Magic Circle  
spell to trap it while this spell is cast.) At the com -
pletion of the casting, the target must succeed on 
a Charisma saving throw or be bound to serve you 
for the duration. If the creature was summoned or 
created by another spell, that spell’s duration is ex -
tended to match the duration of this spell.
 A bound creature must follow your commands 
to the best of its ability. You might command the 
creature to accompany you on an adventure, to 
guard a location, or to deliver a message. If the 
creature is Hostile, it strives to twist your com -
mands to achieve its own objectives. If the creature 
carries out your commands completely before the 
spell ends, it travels to you to report this fact if you 
are on the same plane of existence. If you are on a 
different plane, it returns to the place where you 
bound it and remains there until the spell ends.
 Using a Higher-Level Spell Slot. The duration 
increases with a spell slot of level 6 (10 days), 7 (30 
days), 8 (180 days), and 9 (366 days).
Plane Shift
Level 7 Conjuration (Cleric, Druid, Sorcerer, Warlock, 
Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a forked, metal rod worth 250+ 
GP and attuned to a plane of existence)
Duration: Instantaneous
You and up to eight willing creatures who link 
hands in a circle are transported to a different plane 
of existence. You can specify a target destination in 
general terms, such as a specific city on the Elemen -
tal Plane of Fire or palace on the second level of the 
Nine Hells, and you appear in or near that destina-
tion, as determined by the GM.
 Alternatively, if you know the sigil sequence of a 
teleportation circle on another plane of existence, 
this spell can take you to that circle. If the teleporta-
tion circle is too small to hold all the creatures you 
transported, they appear in the closest unoccupied 
spaces next to the circle.
Plant Growth
Level 3 Transmutation (Bard, Druid, Ranger)
Casting Time: Action (Overgrowth) or 
8 hours (Enrichment)
Range: 150 feet
Components: V, S
Duration: Instantaneous
This spell channels vitality into plants. The casting 
time you use determines whether the spell has the 
Overgrowth or the Enrichment effect below.
 Overgrowth. Choose a point within range. All 
normal plants in a 100-foot-radius Sphere centered 
on that point become thick and overgrown. A crea-
ture moving through that area must spend 4 feet of 
movement for every 1 foot it moves. You can exclude 
one or more areas of any size within the spell’s area 
from being affected.
 Enrichment. All plants in a half-mile radius cen -
tered on a point within range become enriched for 
365 days. The plants yield twice the normal amount 
of food when harvested. They can benefit from only 
one Plant Growth per year.
Poison Spray
Necromancy Cantrip (Druid, Sorcerer, Warlock, 
Wizard)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You spray toxic mist at a creature within range. 
Make a ranged spell attack against the target. On a 
hit, the target takes 1d12 Poison damage.
 Cantrip Upgrade. The damage increases by 1d12 
when you reach levels 5 (2d12), 11 (3d12), and 17 
(4d12).
Polymorph
Level 4 Transmutation (Bard, Druid, Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
You attempt to transform a creature that you can 
see within range into a Beast. The target must suc -
ceed on a Wisdom saving throw or shape-shift into 
a Beast form for the duration. That form can be any 
Beast you choose that has a Challenge Rating equal 
to or less than the target’s (or the target’s level if 
it doesn’t have a Challenge Rating). The target’s 
game statistics are replaced by the stat block of the 
chosen Beast, but the target retains its alignment, 
personality, creature type, Hit Points, and Hit Point 
Dice. See the “Animals” section of “Monsters” for a 
sample of Beast stat blocks.
 The target gains a number of Temporary Hit 
Points equal to the Hit Points of the Beast form. 
These Temporary Hit Points vanish if any remain 
when the spell ends. The spell ends early on the tar -
get if it has no Temporary Hit Points left.
 The target is limited in the actions it can perform 
by the anatomy of its new form, and it can’t speak or 
cast spells.