Gain an additional 5 temporary hit points for each slot level above 1st.
The damage is reduced by an additional 1d10 for each slot level above 2nd.
You may maintain concentration on this spell for an additional 2 rounds for each slot level above 4th.
Increase this spell's initial and ongoing damage by 1d4 per slot level above 2nd.
The granted hit points increase by an additional 5 for each slot level above 2nd.
The spell's range increases by 30 feet for each slot level above 1st.
You may create an additional alarm for each slot level above 1st. The spell's range increases to 600 feet, but you must be familiar with the locations you ward, and all alarms must be set within the same physical structure. Setting off one alarm does not activate the other alarms. You may choose one of the following effects in place of creating an additional alarm. The effects apply to all alarms created during the spell's casting. Increased Duration. The spell's duration increases to 24 hours. Improved Audible Alarm. The audible alarm produces any sound you choose and can be heard up to 300 feet away. Improved Mental Alarm. The mental alarm alerts you regardless of your location, even if you and the alarm are on different planes of existence.
When using a spell slot of 5th-level, add the following to the list of forms you can adopt.
- Greater Natural Weapons: The damage dealt by your natural weapon increases to 2d6, and you gain a +2 bonus to attack and damage rolls with your natural weapons.
- Mask of the Grave: You adopt the appearance of a skeleton or zombie (your choice). Your type changes to undead, and mindless undead creatures ignore your presence, treating you as one of their own. You don't need to breathe and you become immune to poison.
- Wings: A pair of wings sprouts from your back. The wings can appear bird-like, leathery like a bat or dragon's wings, or like the wings of an insect. You gain a fly speed equal to your base Speed.
The damage and duration increase to 45 radiant damage and 1 year when using an 8th-level spell slot, or 50 damage and until dispelled when using a 9th-level spell slot.
Choose one additional target for each slot level above 1st.
The duration of the spell increases by 48 hours for each slot level above 2nd.
You create or reassert control over 2 additional undead for each slot level above 3rd. When commanding more than 3 undead they make group attack rolls (see page 454 in Chapter 8: Combat).
You can animate 2 additional Small or Tiny objects for each slot level above 5th.
The damage from Smash increases by 2d8 and the damage from Snatch increases by 2d6 for each slot level above 5th.
Increase the DC to force open the object or pick any locks on the object by an additional 2 for each slot level above 2nd. Only a knock spell cast at a slot level equal to or greater than your arcane lock suppresses it.
The spell deals an extra 1d6 damage for each slot level above 1st. When using a 4th-level spell slot, you may choose to deal psychic, radiant, or necrotic damage. When using a 6th-level spell slot, you may choose to deal force damage.
When cast using a 6th-level spell slot or higher the effects last until dispelled with a bonus action.
Target an additional creature for each slot level above 5th. Each target requires its own material component.
You target an additional creature for each slot level above 1st.
The duration of banishment increases by 1 round for each slot level above 4th.
The target's AC increases by +1 for every two slot levels above 2nd.
You can maintain concentration on this spell for an additional round for each slot level above 3rd.
When using a 4th-level spell slot the duration increases to 10 minutes. When using a 5th-level spell slot the duration increases to 8 hours and it no longer requires your concentration. When using a 7th-level spell slot the duration is 24 hours.
The damage increases by 1d6 for every 2 slot levels above 4th.
The damage increases by 1d10 for each slot level above 6th.
You target one additional creature for each slot level above 1st.
The damage increases by 1d8 for each slot level above 4th.
You target one additional creature for each slot level above 2nd.
The combined Challenge Rating of summoned beings increases by 2 and the duration increases by 13 days for each slot level above 3rd.
You may target an additional willing creature you can see within range for each slot level above 2nd. Whenever an affected creature other than you is hit by an attack, the spell ends for that creature. When using a higher level spell slot, increase the spell's range to 30 feet.
The damage increases by 1d6 for each slot level above 1st.
You may use your reaction to halve the damage of an attack against you up to a number of times equal to the level of the spell slot used, gaining a retribution charge each time that lasts until 1 round after the spell ends. You must still make Constitution saving throws to maintain your concentration on this spell, but you do so with advantage, or if you already have advantage, you automatically succeed.
The damage increases by 1d10 for each slot level above 3rd.
The spell area increases by 10 feet for each slot level above 2nd.
An extra arc leaps from the primary target to an additional target for each slot level above 6th.
For each slot level above 4th, you affect one additional target that is within 30 feet of other targets.
For each slot level above 1st, you affect one additional target that is within 30 feet of other targets.
The damage increases by 2d6 for each slot level above 6th.
The damage increases by 1d8 for each slot level above 5th.
The damage increases by 1d8 for each slot level above 3rd.
Add an additional 2d10 hit points for each slot level above 1st.
For each slot level above 1st, you affect one additional target that is within 30 feet of other targets.
The bonus increases by +5 for each slot level above 1st.
The damage increases by 1d8 for each slot level above 5th.
The spell's area increases by 5 feet for each slot level above 4th.
The challenge rating of beasts you can summon increases by one step for each slot level above 3rd. For example, when using a 4th-level spell slot you can summon one beast of CR 3 or less, two beasts of CR 2 or less, or three beasts of CR 1 or less.
For each slot level above 7th the celestial creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.
For each slot level above 5th the elemental creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.
For each slot level above 6th the fey creature's AC increases by 1, its hit points increase by 10, and when it deals damage with an attack it deals 1d4 extra damage.
Use the higher spell slot level wherever the spell's level appears in the stat block.
Use the higher spell slot level wherever the spell's level appears in the stat block.
You target an additional corpse for every 2 slot levels above 1st.
The interrupted spell has no effect if its level is less than the level of the spell slot used to cast this spell, or if both spells use the same level spell slot an opposed spellcasting ability check is made.
You create an additional 2 Supply for each slot level above 3rd.
For each slot level above 1st, you either create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet.
You create or reassert control over one additional ghoul for each slot level above 6th. Alternatively, when using an 8th-level spell slot you create or reassert control over 2 ghasts or wights, or when using a 9th-level spell slot you create or reassert control over 3 ghasts or wights, or 2 mummies. When commanding more than 3 undead they make group attack rolls (see page 454 in Chapter 8: Combat).
The size of the cube increases by 5 feet for each slot level above 5th.
The spell deals an extra 1d6 of thunder damage for each slot level above 3rd.
The hit points regained increase by 1d8 for each slot level above 1st.
The range of the target's darkvision increases to 120 feet. In addition, for each slot level above 3rd you may choose an additional target.
The damage increases by 1d6 for each slot level above 7th.
When using a 2nd-level spell slot or higher, the spell no longer requires your concentration. When using a 3rd-level spell slot or higher, the duration increases to 1 hour. When using a 4th-level spell slot or higher, the duration increases to 8 hours.
When using a 5th-level spell slot, increase the spell's range to 1 mile. When using a 7th-level spell slot, increase the range to 10 miles. When using a 9th-level spell slot, increase the range to 1, 000 miles.
When using a 3rd-level spell slot or higher, this spell functions identically to the seeming spell, except the spell's duration is 10 minutes.
The damage increases by 3d6 for each slot level above 6th.
Cast at Higher Levels. Mental Resistance targets one additional creature for each slot level above 5th, and Retribution's damage increases by 1d8 for each slot level above 5th.
You automatically end the effects of a spell on the target if the level of the spell slot used to cast it is equal to or less than the level of the spell slot used to cast dispel magic.
The spell's duration is extended: 5th-level—Concentration (10 minutes), 6th-level—Concentration (1 hour), 7th-level—Concentration (8 hours).
The duration is Concentration (8 hours)
The spell's duration is extended: 6th-level—Concentration (10 minutes), 7th-level —Concentration (1 hour), 8th-level —Concentration (8 hours).
The damage increases by 1d4 for each slot level above 1st.
You target one additional creature for each slot level above 2nd.
When using a spell slot of 4th-level, you can cause the target and its gear to increase by two size categories—from Medium to Huge, for example. Until the spell ends, the target's size is quadrupled in all dimensions, multiplying its weight twentyfold. The target has advantage on Strength checks and Strength saving throws. Its weapons also enlarge, dealing an extra 2d4 damage.
You can target up to 3 willing creatures within 10 feet (including you) for each slot level above 7th.
Your Speed increases by 10 feet for each slot level above 1st.
When using a 2nd-level spell slot, targets can move horizontally 1 foot for every 1 foot they descend, effectively gliding through the air until they land or the spell ends.
The steed has an additional 20 hit points for each slot level above 2nd. When using a 4th-level spell slot or higher, you may grant the steed either a swim speed or fly speed equal to its base Speed.
The damage increases by 2d8 for each slot level above 7th.
The duration increases to 1 hour when using a 6th-level spell slot, or 8 hours when using an 8th-level spell slot.
The damage increases by 1d10 for each slot level above 7th.
The damage increases by 1d6 for each slot level above 3rd.
Cast at Higher Levels. The damage increases by 1d6 for every two slot levels above 2nd.
Increase either the fire damage or the radiant damage by 1d6 for each slot level above 5th.
The damage increases by 1d6 for each slot level above 2nd.
Target one additional creature when you cast this spell with an 8th-level spell slot.
Target one additional creature for each slot level above 2nd.
When you use a 3rd-level spell slot, either the spell's duration increases to 8 hours or the disk's diameter is 10 feet, it can support up to 2, 000 pounds, and it can traverse obstacles up to 10 feet high. When you use a 6th-level spell slot, the disk's diameter is 20 feet, it can support up to 16, 000 pounds, and it can traverse obstacles up to 20 feet high.
Target one additional creature for each slot level above 3rd.
The spell's radius increases by 20 feet for each slot level above 1st.
The damage increases by 1d8 for each slot level above 1st.
The spell's area increases to a 20-foot cube when using a 9th-level spell slot.
When using a 6th-level spell slot the duration is 8 hours. When using an 8th-level spell slot the duration is 24 hours.
The damage increases by 1d6 for each slot level above 6th.
The target's fly speed increases by 10 feet for each slot level above 3rd.
The spell's duration is 1 year when using a 7th-level spell slot, or permanent until dispelled when using a 9th-level spell slot.
The spell's duration is 1 year when using a 3rd-level spell slot, or permanent until dispelled when using a 4th-level spell slot.
The spell's duration is 1 hour when using a 5th-level spell slot, or 8 hours when using a 6th-level spell slot.
The barrier blocks spells of one spell slot level higher for each slot level above 6th.
The cost of the material component increases by 200 gold for each slot level above 3rd. For Explosive Runes, the damage increases by 1d8 for each slot level above 3rd, and for Spell Glyph you can store a spell of up to the same level as the spell slot used to cast glyph of warding.
You create 1d4 additional berries for every 2 slot levels above 1st.
The damage increases by 1d6 for each slot level above 1st.
The spell targets an additional 50-foot cube for each slot level above 4th.
Target one additional creature for each slot level above 3rd. All targets of this spell must be within 30 feet of each other.
The hit points regained increase by 10 for each slot level above 6th.
The hit points regained increase by 1d4 for each slot level above 1st.
The damage increases by 1d8 for each slot level above 2nd.
Target one additional creature for each slot level above 1st.
Target an additional creature within 30 feet of the original for each slot level above 1st.
Target an additional creature within 30 feet of the first target for each slot level above 5th.
Target an additional creature within 30 feet of the first target for each slot level above 2nd.
The bludgeoning damage increases by 1d8 for each slot level above 4th.
The damage increases by 1d10 for each slot level above 7th.
The damage increases by 1d10 for each slot level above 1st.
The damage increases by 1d10 for each slot level above 5th.
When you cast this spell with a 3rd-level spell slot, the extra damage increases from 1d4 to 1d6. When you cast this spell with a 5th-level spell slot, the extra damage increases to 1d8. When you cast this spell with a 7th-level spell slot, the extra damage increases to 1d10.
Target one additional creature for each slot level above 2nd.
Target one additional creature within 30 feet for each slot level above 6th.
Each of the target's jump distances increase by 5 feet for each slot level above 1st.
The level of the arcane lock you can suppress increases by 1 for each slot level above 3rd. In addition, if the level of your knock spell is 2 or more levels higher than that of the arcane lock, you may dispel the arcane lock instead of suppressing it.
Your intuition surrounding the target is enhanced and you gain advantage on one Investigation check regarding it for each slot level above 6th.
When using a 5th-level spell slot the target can levitate or come to the ground at will. When using a 7th-level spell slot its duration increases to 1 hour and it no longer requires concentration.
Damage increases by 1d6 for every slot level above 3rd.
Target one additional creature for each slot level above 1st.
The target gains 5 temporary hit points for each slot level above 1st. The temporary hit points last for the spell's duration.
The spell's duration increases by 1 hour for every slot level above 3rd.
Evoke one additional dart and target up to one additional creature for each slot level above 1st.
The bonus increases by +1 for every 2 slot levels above 2nd (maximum +3).
When cast using a 6th-level spell slot the illusion lasts until dispelled without requiring concentration.
The hit points regained increase by 1d8 for each slot level above 5th.
The hit points regained increase by 1d4 for each slot level above 3rd.
When cast using a 7th-level spell slot, the duration of the spell increases to 10 days. When cast using an 8th-level spell slot, the duration increases to 30 days. When cast using a 9th-level spell slot, the duration increases to a year and a day.
When using a 5th-level spell slot, you may reach out of the target to make spell attacks or ranged weapon attacks without ending the spell. You make these attacks with disadvantage.
When using a 5th-level spell slot, the duration increases to concentration (1 hour).
When using a 6th-level spell slot, the event can be from as far as 7 days ago. When using a 7th-level spell slot, the event can be from as far as 30 days ago. When using an 8th-level spell slot, the event can be from as far as 1 year ago. When using a 9th-level spell slot, any event can be altered.
The damage increases by 1d10 for each slot level above 2nd.
The damage increases by 1d10 for each slot level above the 4th.
When using a 6th-level spell slot, its duration increases to 10 days. When using a 7th-level spell slot, its duration increases to 30 days. When using an 8th-level spell slot, its duration increases to 180 days. When using a 9th-level spell slot, its duration increases to a year and a day.
The target's skin is also covered in mucus, giving it advantage on saving throws and checks made to resist being grappled or restrained. In addition, the damage increases by 1d6 for each slot level above 3rd.
The hit points regained increase by 1d8 for each slot level above 2nd.
Increase the size of the sanctum by up to 100 feet for each slot level above 4th.
For each slot level above 2nd, the target gains resistance to one additional type of damage listed above, with a maximum number equal to your spellcasting ability modifier.
Remove all poison and disease from an additional Supply for each slot level above 1st.
When using a spell slot of 5th- or 6th-level, the damage increases to 5d8. When using a spell slot of 7th- or 8th-level, the damage increases to 6d8. When using a spell slot of 9th-level, the damage increases to 7d8.
For each slot level above 3rd, the spell ends a curse inflicted either by a spell one level higher or by a creature with a Challenge Rating two higher. When using a 6th-level spell slot, the spell breaks the owner's attunement to a Very Rare item. When using a 9th-level spell slot, the spell breaks the owner's attunement to a Legendary item.
Create an additional ray for each slot level above 2nd.
Creatures are deafened for 1 additional round for each slot level above 1st.
The damage increases by 1d6 for each slot level above 2nd.
The damage increases by 1d8 for each slot level above 2nd.
You create one additional orb for each slot level above 2nd.
The bonus to AC increases by +1 for every three slot levels above 1st.
The spell affects an additional 2d10 hit points worth of creatures for each slot level above 1st.
You can affect one additional target for each slot level above 2nd.
The damage increases by 1d6 for each slot level above 3rd.
The damage increases by 1d8 for every two slot levels above 2nd.
The spell's area increases by 5 feet for every 2 slot levels above 3rd.
You may select one additional target for every slot level above 4th.
When using a 7th-level spell slot, the target gains resistance to magical bludgeoning, piercing, and slashing damage.
When using a 6th-level spell slot or higher, if you are able to make more than one attack when you take the Attack action, you may make an additional melee weapon attack against the target. When using a 7th-level spell slot, you may choose an additional target within 30 feet of the target for each spell slot level above 6th, forcing each additional target to make a Dexterity saving throw or take 6d8 lightning damage.
When using a 4th-level spell slot, the duration is concentration, up to 24 hours. When using a 5th-level spell slot, the duration is 7 days. When using a 7th-level spell slot, the duration is 1 year. When using a 9th-level spell slot, the suggestion lasts until it is dispelled. Any use of a 5th-level or higher spell slot grants a duration that doesn't require concentration.
When using an 8th-level spell slot the damage increases by 1d8.
When using a 9th-level spell slot the damage increases by 2d6.
The damage increases by 2d4 for each slot level above 4th.
When using an 8th-level spell slot, this spell does not require your concentration.
The spell's duration increases by 1d4 hours for each slot level above 5th.
The damage increases by 1d8 for each slot level above 1st.
Target one additional creature within reach for each slot level above 5th.
You create an additional servant for each slot level above 1st.
The damage increases by 1d6 for each slot level above 3rd.
For each slot level above 2nd, the initial damage increases by 1d6 and target regains an additional 1d4 hit points.
The damage increases by 1d8 for each slot level above 4th.
The damage increases by 1d8 for each slot level above the 6th.
The damage the wall deals when it appears increases by 2d6 and the damage from passing through the sheet of frigid air increases by 1d6 for each slot level above 6th.
Damage dealt by the wall increases by 1d8 for each slot level above 6th.
The duration increases by 1 hour for each slot level above 2nd.
For each slot level above 5th, you can also apply this spell's benefits to an additional creature you can see within 30 feet.
The duration increases by 1 hour for each slot level above 3rd.
When using a 4th-level spell slot, you also summon a giant wolf spider in an unoccupied space within the web's area. When using a 6th-level spell slot, you summon up to two spiders. When using a 7th-level spell slot, you summon up to three spiders. The spiders are friendly to you and your companions. Roll initiative for the spiders as a group, which have their own turns. The spiders obey your verbal commands, but they disappear when the spell ends or when they leave the web's area.
The extra thunder damage increases by 1d6 for each slot level above 3rd.
The damage increases by 1d8 for each slot level above 3rd.