Name | Level | School | Descr. | Actions |
---|
Acid Arrow | 2 | Evocation | A shimmering green arrow streaks toward a target, dealing acid damage immediately and other damage at the end of its next turn. | View |
Acid Splash | 0 | Conjuration | You hurl a bubble of acid. | View |
Aid | 2 | Abjuration | Up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration. | View |
Alarm | 1 | Abjuration | You set an alarm against unwanted intrusion. | View |
Alter Self | 2 | Transmutation | You assume a different form.Choose one of the following options: Aquatic Adaptation, Change Appearance, Natural Weapons. | View |
Animal Friendship | 1 | Enchantment | This spell lets you convince a beast that you mean it no harm. | View |
Animal Messenger | 2 | Enchantment | You use an animal to deliver a message. | View |
Animal Shapes | 8 | Transmutation | Your magic turns others into beasts. | View |
Animate Dead | 3 | Necromancy | This spell creates an undead servant. | View |
Animate Objects | 5 | Transmutation | Objects come to life at your command. | View |
Antilife Shell | 5 | Abjuration | A barrier around you prevents creatures from passing or reaching through | View |
Antimagic Field | 8 | Abjuration | A 10-foot-radius invisible sphere of antimagic surrounds you. | View |
Antipathy/Sympathy | 8 | Enchantment | This spell attracts or repels creatures of your choice. | View |
Arcane Eye | 4 | Divination | You create an invisible, magical eye within range that hovers in the air for the duration. | View |
Arcane Hand | 5 | Evocation | You create a Large hand of shimmering, translucent force that can accomplish tastks. | View |
Arcane Lock | 2 | Abjuration | You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration of the spell. | View |
Arcane Sword | 7 | Evocation | You create a sword-shaped plane of force that hovers within range. | View |
Arcanist's Magic Aura | 2 | Illusion | You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. | View |
Astral Projection | 9 | Necromancy | You and up to eight willing creatures within range project your astral bodies into the Astral Plane. | View |
Augury | 2 | Divination | You receive an omen about the results of a specific course of action that you plan to take within the next 30 minutes. | View |
Awaken | 5 | Transmutation | You give intelligence to a non-sentient being. | View |
Bane | 1 | Enchantment | Up to 3 targets suffer 1d4 malus to the number rolled from the attack roll or saving throw. | View |
Banishment | 4 | Abjuration | You attempt to send one creature to another plane of existence. | View |
Barkskin | 2 | Transmutation | The target's AC can't be less than 16, regardless of what kind of armor it is wearing. | View |
Beacon of Hope | 3 | Abjuration | Each target has advantage on Wisdom and death saving throws, and regains the maximum number of hit points possible from any healing. | View |
Bestow Curse | 3 | Necromancy | A creature becomes cursed for the duration o f the spell. | View |
Black Tentacles | 4 | Conjuration | Squirming, ebony tentacles fill the ground, attacking any creature entering the area. | View |
Blade Barrier | 6 | Evocation | You create a vertical wall o f whirling, razor-sharp blades made o f magical energy. | View |
Bless | 1 | Enchantment | Up to three creatures can roll a d4 and add the number rolled to the attack roll or saving throw. | View |
Blight | 4 | Necromancy | Necromantic energy washes over a creature, draining moisture and vitality from it. | View |
Blindness/Deafness | 2 | Necromancy | You can blind or deafen a foe. | View |
Blink | 3 | Transmutation | At the end of each of your turns, you can vanish from your current plane of existence and appear in the Ethereal Plane. | View |
Blur | 2 | Illusion | Your body becomes blurred; for the duration, any creature has disadvantage on attack rolls against you. | View |
Branding Smite | 2 | Evocation | Your next hit deals an extra 2d6 radiant damage; target becomes visible, can't become invisible. | View |
Burning Hands | 1 | Evocation | Flames shoots forth from your outstretched fingertips, dealing fire damage. | View |
Call Lightning | 3 | Conjuration | Bolts of lightning flash down from a cloud you conjure. | View |
Calm Emotions | 2 | Enchantment | You attempt to suppress strong emotions in a group of people. | View |
Chain Lightning | 6 | Evocation | You create a bolt o f lightning that arcs toward a target. | View |
Charm Person | 1 | Enchantment | You attempt to charm a humanoid. | View |
Chill Touch | 0 | Necromancy | You create a ghostly, skeletal hand that deals damage. | View |
Circle of Death | 6 | Necromancy | A sphere of negative energy dealing necrotic damage. | View |
Clairvoyance | 3 | Divination | You can see or hear through an invisible magical sensor. | View |
Clone | 8 | Necromancy | This spell grows an inert duplicate o f a living creature as a safeguard against death. | View |
Cloudkill | 5 | Conjuration | You create a sphere of poisonous, yellow-green fog. | View |
Color Spray | 1 | Illusion | A dazzling array o f flashing, colored light springs from your hand, blinding enemy creatures. | View |
Command | 1 | Enchantment | You speak a one-word command to a creature you can see within range. | View |
Commune | 5 | Divination | You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. | View |
Commune with Nature | 5 | Divination | You briefly become one with nature and gain knowledge of the surrounding territory. | View |
Comprehend Languages | 1 | Divination | For the duration, you understand the literal meaning of any spoken language that you hear. | View |
Compulsion | 4 | Enchantment | On a failed Wis save, a target must move in a direction you designate on your bonus action. | View |
Cone of Cold | 5 | Evocation | A blast of cold air erupts from your hands, dealing damage. | View |
Confusion | 4 | Enchantment | You force a behaviour on a target. | View |
Conjure Animals | 3 | Conjuration | You summon fey spirits that take the form of beasts. | View |
Conjure Celestial | 7 | Conjuration | You summon a celestial of challenge rating 4 or lower. | View |
Conjure Elemental | 5 | Conjuration | You call forth an elemental servant. | View |
Conjure Fey | 6 | Conjuration | You summon a fey creature of challenge rating 6 or lower. | View |
Conjure Minor Elementals | 4 | Conjuration | You summon elementals that appear in unoccupied spaces you can see within range. | View |
Conjure Woodland Beings | 4 | Conjuration | You summon fey creatures that appear in unoccupied spaces you can see within range. | View |
Contact Other Plane | 5 | Divination | You mentally contact a demigod, a long-dead spirit, or other entity from another plane. | View |
Contagion | 5 | Necromancy | Your touch inflicts disease. | View |
Contingency | 6 | Evocation | Choose a spell of 5th level or lower that takes effect when a certain circumstance occurs. | View |
Continual Flame | 2 | Evocation | An object becomes bright as a torch but heatless. | View |
Control Water | 4 | Transmutation | You control freestanding water inside a 100 cube ft. area. | View |
Control Weather | 8 | Transmutation | You take control of the weather within 5 miles of you. It takes 1d4×10 minutes for the new conditions to take effect. | View |
Counterspell | 3 | Abjuration | You attempt to interrupt a creature in the process of casting a spell. | View |
Create Food and Water | 3 | Conjuration | You create 45 lb. of food and 30 gallons of water on the ground or in containers within range. | View |
Create or Destroy Water | 1 | Transmutation | You either create or destroy water. | View |
Create Undead | 6 | Necromancy | Up to three corpses of Medium or Small humanoids become ghouls under your control. | View |
Creation | 5 | Illusion | You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter. | View |
Cure Wounds | 1 | Evocation | A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. | View |
Dancing Lights | 0 | Evocation | You create up to four torch-sized lights that hover in the air. | View |
Darkness | 2 | Evocation | Magical darkness spreads from a point you choose. | View |
Darkvision | 2 | Transmutation | A willing creature may see in the dark. | View |
Daylight | 3 | Evocation | Create a 60-foot-radius sphere of light (dim light for extra 60 feet). | View |
Death Ward | 4 | Abjuration | You touch a creature and grant it a measure of protection from death. | View |
Delayed Blast Fireball | 7 | Evocation | A fireball that deals more damage the more you concentrate. | View |
Demiplane | 8 | Conjuration | You create a shadowy door on a flat solid surface. When opened, it leads to a demiplane 30 feet in each dimension. | View |
Detect Evil and Good | 1 | Divination | You know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. | View |
Detect Magic | 1 | Divination | For the duration, you sense the presence of magic within 30 feet of you. | View |
Detect Poison and Disease | 1 | Divination | You can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. | View |
Detect Thoughts | 2 | Divination | Learn the surface thoughts of a creature. | View |
Dimension Door | 4 | Conjuration | You teleport yourself from your current location to any other spot within range. | View |
Disguise Self | 1 | Illusion | You make yourself and your belongings look different. | View |
Disintegrate | 6 | Transmutation | A thin green ray deals damage to a target, with a chance to disintegrate it. | View |
Dispel Evil and Good | 5 | Abjuration | Energy surrounds and protects you from fey, undead, and creatures from beyond the Material Plane. | View |
Dispel Magic | 3 | Abjuration | Choose one creature, object, or magical effect within range to end it. | View |
Divination | 4 | Divination | You can ask a question to a god or a god's servants. | View |
Divine Favor | 1 | Evocation | Your prayer empowers you with divine radiance; your weapon deals an extra 1d4 radiant damage. | View |
Divine Word | 7 | Evocation | Designed creatures within range must save Cha or suffer an effect based on current HP. | View |
Dominate Beast | 4 | Enchantment | On a failed Wis save, you charm a beast that you can see within range. | View |
Dominate Monster | 8 | Enchantment | You attempt to beguile a creature that you can see within range. | View |
Dominate Person | 5 | Enchantment | You attempt to beguile a humanoid that you can see within range. | View |
Dream | 5 | Illusion | This spell shapes a creature's dreams. | View |
Druidcraft | 0 | Transmutation | Whispering to the spirits of nature, you create a minor effect | View |
Earthquake | 8 | Evocation | You create a seismic disturbance at a point on the ground. | View |
Eldritch Blast | 0 | Evocation | A beam of crackling energy streaks toward a creature within range. | View |
Enhance Ability | 2 | Transmutation | Grant advantage to ability checks to touched creature. | View |
Enlarge/Reduce | 2 | Transmutation | A creature or object grows larger or smaller. | View |
Entangle | 1 | Conjuration | Grasping weeds and vines sprout from the ground in a 20-foot square; turning the ground in the area into difficult terrain. | View |
Enthrall | 2 | Enchantment | A target has trouble perceiving any creature other than you. | View |
Etherealness | 7 | Transmutation | You step into the border regions o f the Ethereal Plane, and therefore you can only affect and be affected by creatures on that plane. | View |
Expeditious Retreat | 1 | Transmutation | You to move at an incredible pace; you can take Dash as a bonus action on each of your turns. | View |
Eyebite | 6 | Necromancy | Your gaze may cause creatures to sleep, panic, or become sick. | View |
Fabricate | 4 | Transmutation | You convert raw materials into products of the same material. | View |
Faerie Fire | 1 | Evocation | Objects in a 20-foot cube are outlined in colored light. Attacks against an affected creature or object have advantage. | View |
Faithful Hound | 4 | Conjuration | You conjure a phantom watchdog. It's invisible to all but you and can’t be harmed. | View |
False Life | 1 | Necromancy | Ggain 1d4 + 4 temporary hit points. | View |
Fear | 3 | Illusion | You project a terrifying image; creatures in a 30-ft cone must save Wis or become frightened. | View |
Feather Fall | 1 | Transmutation | Up to 5 creatures' rate of descent slows to 60 feet per round. | View |
Feeblemind | 8 | Enchantment | Blast the mind of a creature that you can see. The target takes 4d6 psychic dmg and must save Int or have Intelligence and Charisma set to 1. | View |
Find Familiar | 1 | Conjuration | You gain the service of a familiar, a spirit that takes an animal form you choose. | View |
Find Steed | 2 | Conjuration | You summon a spirit that assumes the form of a steed; an instinctive bond allows you to fight as a seamless unit. | View |
Find the Path | 6 | Divination | This spell allows you to find the shortest, most direct physical route to a specific fixed location. | View |
Find Traps | 2 | Divination | You sense the presence traps within range and line of sight. | View |
Finger of Death | 7 | Necromancy | You send negative energy coursing through a creature that you can see within range, causing it searing pain. | View |
Fire Bolt | 0 | Evocation | You hurl a mote of fire at a creature or object within range, dealing fire damage. | View |
Fire Shield | 4 | Evocation | Flames wreathe you, light a 10-ft radius, provide a warm/chill shield. Melee attackers take 2d8 fire/cold dmg. | View |
Fire Storm | 7 | Evocation | A storm made up o f sheets o f roaring flame appears in a location you choose, dealing fire damage. | View |
Fireball | 3 | Evocation | A bright streak flashes from your pointing finger, dealing damage in the area of effect. | View |
Flame Blade | 2 | Evocation | You evoke a fiery blade in your free hand; does 3d6 fire damage. | View |
Flame Strike | 5 | Evocation | A vertical column o f divine fire roars down from the heavens in a location you specify, dealing damage. | View |
Flaming Sphere | 2 | Conjuration | A 5-foot-diameter sphere of fire appears, dealing damage to the surrounding creatures. | View |
Flesh to Stone | 6 | Transmutation | ou attempt to turn one creature that you can see within range into stone. | View |
Floating Disk | 1 | Conjuration | Creates a disk that floats 3 feet above the ground. | View |
Fly | 3 | Transmutation | The target gains a flying speed of 60 feet for the duration. | View |
Fog Cloud | 1 | Conjuration | You create a 20-foot-radius sphere of fog | View |
Forbiddance | 6 | Abjuration | You create a ward against magical travel. | View |
Forcecage | 7 | Evocation | An immobile, invisible, cube?shaped prison composed of magical force springs into existence. | View |
Foresight | 9 | Divination | You touch a willing creature and bestow a limited ability to see into the immediate future. | View |
Freedom of Movement | 4 | Abjuration | The target's movement is unaffected by difficult terrain,its speed can't be reduced and it can't be paralyzed or restrained. | View |
Freezing Sphere | 6 | Evocation | A frigid globe of cold explodes in a 60?ft?radius sphere. On a failed Con save, creatures take 10d6 cold damage (half if saved). | View |
Gaseous Form | 3 | Transmutation | You transform a willing creature into a misty cloud. | View |
Gate | 9 | Conjuration | You conjure a portal linking your position to a precise location on a different plane of existence. | View |
Geas | 5 | Enchantment | You place a magical command on a creature that you can see within range. | View |
Gentle Repose | 2 | Necromancy | A touched corpse or remains is protected from decay, can’t become undead. | View |
Giant Insect | 4 | Transmutation | Transform up to ten centipedes, three spiders, five wasps, or one scorpion into giant versions. | View |
Glibness | 8 | Transmutation | Ewhen you make a Charisma check, you can replace the number you roll with a 15. | View |
Globe of Invulnerability | 6 | Abjuration | Any spell of 5th level or lower cast from outside the barrier created by this spell can't affect creatures or objects within it. | View |
Glyph of Warding | 3 | Abjuration | Inscribe a glyph that triggers Explosive Runes (5d8 dmg, Dex save half) or Spell Glyph (3rd lvl spell). | View |
Goodberry | 1 | Transmutation | Create up to 10 berries that restore 1 hit point, and provide nourishment for one day. | View |
Grease | 1 | Conjuration | Slick grease covers the ground in a 10-foot square. | View |
Greater Invisibility | 4 | Illusion | You or a creature you touch becomes invisible until the spell ends. | View |
Greater Restoration | 5 | Abjuration | You imbue a creature you touch with positive energy to undo a debilitating effect. | View |
Guardian of Faith | 4 | Conjuration | A Large spectral guardian appears and deals radiant damage to hostile creatures. | View |
Guards and Wards | 6 | Abjuration | You create a ward that protects up to 2,500 square feet of floor space. | View |
Guidance | 0 | Divination | Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. | View |
Guiding Bolt | 1 | Evocation | The target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage. | View |
Gust of Wind | 2 | Evocation | A line of strong wind 60 feet long and 10 feet wide blasts from you; may push creatures 15 feet away from you. | View |
Hallow | 5 | Evocation | You touch a point and infuse an area around it with holy (or unholy) power. | View |
Hallucinatory Terrain | 4 | Illusion | Natural terrain in a 150-foot cube look, sound, and smell like some other sort of natural terrain. | View |
Harm | 6 | Necromancy | You unleash a virulent disease on a creature. | View |
Haste | 3 | Transmutation | The target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action. | View |
Heal | 6 | Evocation | A surge of positive energy washes through the target, causing it to regain 70 hit points and curing deaseases and conditions. | View |
Healing Word | 1 | Evocation | A creature of your choice regains hit points equal to 1d4 + your spellcasting ability modifier. | View |
Heat Metal | 2 | Transmutation | You cause a metallic object to glow red-hot. | View |
Hellish Rebuke | 1 | Evocation | A creature that damaged you is momentarily surrounded by hellish flames, takes 2d10 fire (half on Dex save). | View |
Heroes' Feast | 6 | Conjuration | You bring forth a great feast, including magnificent food and drink, with beneficial effects. | View |
Heroism | 1 | Enchantment | A willing creature is immune to fear; gains temp HP (caster's ability modifier) each round. | View |
Hideous Laughter | 1 | Enchantment | A creature falls into fits of laughter (Wis save); falls prone, becomes incapacitated, unable to stand up. | View |
Hold Monster | 5 | Enchantment | Target must save Wis or be paralyzed. | View |
Hold Person | 2 | Enchantment | The target humanoid must succeed on a Wisdom saving throw or be paralyzed. | View |
Holy Aura | 8 | Abjuration | Creatures of your choice shed dim light and have advantage on all saving throws; other creatures have disadvantage on attack rolls. | View |
Hunter’s Mark | 1 | Divination | You mark a creature as your quarry; deal extra 1d6 damage on hit. | View |
Hypnotic Pattern | 3 | Illusion | Create a twisting pattern of colors that charms creatures (30-ft cube; Wis save). | View |
Ice Storm | 4 | Evocation | A hail of rock-hard ice pounds to the ground. Each creature in the area suffers cold and bludgeoning damage. | View |
Identify | 1 | Divination | You learn the properties of a magic item or some other magic-imbued object. | View |
Illusory Script | 1 | Illusion | Write parchment only readable to you and creatures you designate. | View |
Imprisonment | 9 | Abjuration | You create a magical restraint to hold a creature untill the spell is ended. | View |
Incendiary Cloud | 8 | Conjuration | A cloud of smoke with white?hot embers appears in a 20?foot?radius sphere. Creatures take 10d8 fire dmg (Dex save half). | View |
Inflict Wounds | 1 | Necromancy | Make a melee spell attack against a creature. On a hit, the target takes necrotic damage. | View |
Insect Plague | 5 | Conjuration | Swarm fills a 20-ft?radius sphere; creatures must save Con or take 4d10 piercing dmg (half on save). | View |
Instant Summons | 6 | Conjuration | Create an invisible mark on an object; later, you can use your action to make it appear in your hand regardless of physical or planar distances. | View |
Invisibility | 2 | Illusion | A creature you touch becomes invisible until the spell ends. | View |
Irresistible Dance | 6 | Enchantment | A target begins a comic dance in place. | View |
Jump | 1 | Transmutation | A creature’s jump distance is tripled. | View |
Knock | 2 | Transmutation | Unlock doors, locks, manacles, etc. | View |
Legend Lore | 5 | Divination | Bring to your mind a brief summary of the significant lore about a person, place, or object. | View |
Lesser Restoration | 2 | Abjuration | You touch a creature and can end either one disease or one condition afflicting it. | View |
Levitate | 2 | Transmutation | One creature or object of your choice rises vertically, up to 20 feet, and remains suspended there for the duration. | View |
Light | 0 | Evocation | A touched object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. | View |
Lightning Bolt | 3 | Evocation | A stroke of lightning, forming a line, blasts out from you in a direction you choose, dealing damage. | View |
Locate Animals or Plants | 2 | Divination | Learn the direction and distance to the closest creature or plant of a kind. | View |
Locate Creature | 4 | Divination | You sense the direction of a creature's location, as long as that creature is within 1,000 feet of you. | View |
Locate Object | 2 | Divination | Sense the direction to a familiar object’s location. | View |
Longstrider | 1 | Transmutation | Increase speed by 10 feet. | View |
Mage Armor | 1 | Abjuration | A protective magical force surrounds the target; its base AC becomes 13 + Dexterity modifier. | View |
Mage Hand | 0 | Conjuration | A spectral, floating hand appears at a point you choose. You can use the hand to manipulate objects or other simple tasks. | View |
Magic Circle | 3 | Abjuration | You create a 10-ft-radius, 20-ft-tall cylinder that wards against a chosen creature type. | View |
Magic Jar | 6 | Necromancy | Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component. | View |
Magic Missile | 1 | Evocation | You create three glowing darts of magical force. A dart deals 1d4 + 1 force damage to its target. | View |
Magic Mouth | 2 | Illusion | An object utters a message when a trigger condition is met. | View |
Magic Weapon | 2 | Transmutation | A non-magical weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. | View |
Magnificent Mansion | 7 | Conjuration | You conjure an extradimensional dwelling. | View |
Major Image | 3 | Illusion | You create the image of an object, a creature, or some other visible phenomenon. | View |
Mass Cure Wounds | 5 | Conjuration | Up to six creatures regain hit points equal to 3d8 + your spellcasting ability modifier. | View |
Mass Heal | 9 | Conjuration | You restore up to 700 hit points, divided as you choose among any number of creatures that you can see. | View |
Mass Healing Word | 3 | Evocation | Up to six creatures of your choice regain hit points equal to 1d4 + your spellcasting ability modifier. | View |
Mass Suggestion | 6 | Enchantment | You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice. | View |
Maze | 8 | Conjuration | You banish a creature that you can see into a labyrinthine demiplane. | View |
Meld into Stone | 3 | Transmutation | You step into a stone, melding yourself and all the equipment you carry with the stone. | View |
Mending | 0 | Transmutation | This spell can physically repair a magic item or construct. | View |
Message | 0 | Transmutation | You whisper a message to a creature within range; the target hears the message and can reply in a whisper that only you can hear. | View |
Meteor Swarm | 9 | Evocation | Blazing orbs of fire plummet to the ground at four different points, dealing massive bludgeoning and fire damage. | View |
Mind Blank | 8 | Abjuration | One willing creature you touch is immune to psychic damage. | View |
Minor Illusion | 0 | Illusion | You create a sound or an image of an object. | View |
Mirage Arcane | 7 | Illusion | Tterrain in 1 mile square look, sound, smell, and feel like some other sort of terrain. | View |
Mirror Image | 2 | Illusion | Three illusory duplicates of yourself mimic your actions. | View |
Mislead | 5 | Illusion | You become invisible and an an illusory double of you appears where you are standing. | View |
Misty Step | 2 | Conjuration | A silvery mist teleports you up to 30 feet to an unoccupied space that you can see. | View |
Modify Memory | 5 | Enchantment | You attempt to reshape another creature’s memories. | View |
Moonbeam | 2 | Evocation | Beam of light (5-ft-radius, 40-ft-high) causes 2d10 radiant dmg (half if Con save) to creatures entering the area. | View |
Move Earth | 6 | Transmutation | You can reshape dirt, sand, or clay (in an area no larger than 40 feet) in any manner you choose. | View |
Nondetection | 3 | Abjuration | Hide a target that you touch from divination magic. | View |
Pass without Trace | 2 | Abjuration | You and chosen creatures within 30 feet have +10 on Stealth checks. | View |
Passwall | 5 | Transmutation | A passage appears on a wooden, plaster, or stone surface. | View |
Phantasmal Killer | 4 | Illusion | On a failed Wis save, the target is frightened. At the end of it's turns, target must save or take 4d10 psychic dmg. | View |
Phantom Steed | 3 | Illusion | A large quasi-real, horselike creature appears equipped with a saddle, bit, and bridle. | View |
Planar Ally | 6 | Conjuration | You beseech an otherworldly entity for aid. The being must be known to you. | View |
Planar Binding | 5 | Abjuration | Attempt to bind a celestial, an elemental, a fey, or a fiend to your service. | View |
Plane Shift | 7 | Conjuration | You and up to 8 willing creatures are transported to a different plane of existence. | View |
Plant Growth | 3 | Transmutation | Channel vitality into plants, granting either immediate or long-term benefits. | View |
Poison Spray | 0 | Conjuration | You project a puff of noxious gas from your palm, dealing poison damage. | View |
Polymorph | 4 | Transmutation | This spell transforms a creature that you can see within range into a new form. | View |
Power Word Kill | 9 | Enchantment | You utter a word of power that can compel one creature to die instantly (if it has 100 hit points or fewer). | View |
Power Word Stun | 8 | Enchantment | You speak a word of power that can overwhelm the mind of one creature, leaving it dumbfounded. | View |
Prayer of Healing | 2 | Evocation | Up to six creatures regain hit points equal to 2d8 + spellcasting modifier. | View |
Prestidigitation | 0 | Transmutation | You can create basic magical tricks. | View |
Prismatic Spray | 7 | Evocation | Multicolored rays of light flash from your hand, deal random type of damage or effect. | View |
Prismatic Wall | 9 | Abjuration | Create wall consisting of seven layers, each with a different color. Each layer demands a Dex save or deals damage depending on color.
| View |
Private Sanctum | 4 | Abjuration | You make an area within range magically secure. | View |
Produce Flame | 0 | Conjuration | A flickering flame appears in your hand. | View |
Programmed Illusion | 6 | Illusion | You create an illusion that activates when a specific condition occurs. | View |
Project Image | 7 | Illusion | You create an illusory copy of yourself | View |
Protection from Energy | 3 | Abjuration | A willing creature you touch has resistance to one damage type of your choice. | View |
Protection from Evil and Good | 1 | Abjuration | Wwilling creature is protected against certain types of creatures. | View |
Protection from Poison | 2 | Abjuration | Neutralize poison on a creature; gain advantage on saves vs poison. | View |
Purify Food and Drink | 1 | Transmutation | Nonmagical food and drink is purified and rendered free of poison and disease. | View |
Raise Dead | 5 | Necromancy | You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. | View |
Ray of Enfeeblement | 2 | Necromancy | Ranged spell attack; makes target deal only half damage with Str weapon attacks. | View |
Ray of Frost | 0 | Evocation | A frigid beam of blue-white light streaks toward a creature, dealing damage and reducing its speed by 10 feet. | View |
Regenerate | 7 | Transmutation | The target regains 4d8 + 15 hit points. The target regains 1 hit point at the start of each of its turns and severed body members are restored. | View |
Reincarnate | 5 | Transmutation | Form a random adult body out of a dead humanoid and then call the soul to enter that body (willingly). | View |
Remove Curse | 3 | Abjuration | At your touch, all curses affecting one creature or object end. | View |
Resilient Sphere | 4 | Evocation | A sphere of shimmering force encloses a creature or object of Large size or smaller. | View |
Resistance | 0 | Abjuration | Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. | View |
Resurrection | 7 | Necromancy | You resurrect a dead cretaure, that has been dead for no more than a century, with all its hit points. | View |
Reverse Gravity | 7 | Transmutation | Reverse gravity in a 50?foot?radius, 100?foot-high cylinder. | View |
Revivify | 3 | Conjuration | You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. | View |
Rope Trick | 2 | Transmutation | A 60-ft rope rises into the air, to an invisible entrance to an extradimensional space | View |
Sacred Flame | 0 | Evocation | Flame-like radiance descends on a creature, dealing radiance damage. | View |
Sanctuary | 1 | Abjuration | You ward a creature within range against attack. | View |
Scorching Ray | 2 | Evocation | You create three rays of fire and hurl them at targets for 2d6 fire dmg. | View |
Scrying | 5 | Divination | You can see and hear a particular creature you choose that is on the same plane of existence as you. | View |
Secret Chest | 4 | Conjuration | You hide a chest, and all its contents, on the Ethereal Plane. | View |
See Invisibility | 2 | Divination | You see invisible creatures and objects as if they were visible. | View |
Seeming | 5 | Illusion | Change the appearance of any number of creatures that you can see within range. | View |
Sending | 3 | Evocation | Send a message of 25 words or less to a familiar creature (that may answer immediately). | View |
Sequester | 7 | Transmutation | A willing creature or object can be hidden away, safe from detection. | View |
Shapechange | 9 | Transmutation | You assume the form of a different creature for the duration. | View |
Shatter | 2 | Evocation | A sudden loud ringing noise, painfully intense, deals thunder damage to any creature in a 10-foot-radius sphere. | View |
Shield | 1 | Abjuration | An invisible barrier of magical force appears and protects you. | View |
Shield of Faith | 1 | Abjuration | A shimmering field appears and surrounds a creature of your choice, granting it a +2 bonus to AC. | View |
Shillelagh | 0 | Transmutation | The wood of a club or quarterstaff you are holding is imbued with nature’s power. | View |
Shocking Grasp | 0 | Evocation | Lightning springs from your hand to deliver a shock to a creature, dealing lightning damage. The creature can't take reactions. | View |
Silence | 2 | Illusion | For the duration, no sound can be created within or pass through the spell area of effect. | View |
Silent Image | 1 | Illusion | You create the image o f an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. | View |
Simulacrum | 7 | Illusion | You shape an illusory duplicate of one beast or humanoid that is within range. | View |
Sleep | 1 | Enchantment | This spell sends creatures into a magical sleep. | View |
Sleet Storm | 3 | Conjuration | Freezing rain and sleet fall in a 20-ft-tall cylinder & 40-ft radius; creatures must save Dex or fall prone. | View |
Slow | 3 | Transmutation | Slow up to 6 creatures (40-ft cube). On a failed Wis save: speed halved, ?2 to AC and Dex saves, can’t use reactions, can use either an action or a bonus action, can’t make more than one attack during a turn. | View |
Spare the Dying | 0 | Necromancy | You touch a living creature that has 0 hit points. The creature becomes stable. | View |
Speak with Animals | 1 | Divination | You gain the ability to comprehend and verbally communicate with beasts. | View |
Speak with Dead | 3 | Necromancy | You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. | View |
Speak with Plants | 3 | Transmutation | Plants within 30 ft gain limited ability to communicate with you, follow simple commands. | View |
Spider Climb | 2 | Transmutation | One creature gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. | View |
Spike Growth | 2 | Transmutation | Sprouts hard spikes and thorns grow on the ground (20-ft radius); becomes difficult terrain, does 2d4 piercing dmg for every 5 ft travelled. | View |
Spirit Guardians | 3 | Conjuration | You call forth spirits to protect you. When enemies come close to you, their speed is halved and they suffer radiant or necrotic damage. | View |
Spiritual Weapon | 2 | Evocation | You create a floating, spectral weapon that attacks your enemies, dealing force damage. | View |
Stinking Cloud | 3 | Conjuration | Create a 20-ft-radius sphere of nauseating gas. Creatures within the cloud save Con or spend their turn retching and reeling. | View |
Stone Shape | 4 | Transmutation | You touch a Medium stone object and form it into any shape that suits your purpose. | View |
Stoneskin | 4 | Abjuration | You turn the flesh of a willing creature as hard as stone. The target has resistance to nonmagical bludgeoning, piercing, and slashing damage. | View |
Storm of Vengeance | 9 | Conjuration | Storm of 360 feet radius deals 2d6 thunder dmg on a failed Con save, deafens for 5 minutes, adds other effects if concentration is held. | View |
Suggestion | 2 | Enchantment | You suggest a course of activity (limited to a sentence or two) and magically influence a creature behaviour. | View |
Sunbeam | 6 | Evocation | You flash a beam of light (5?ft?wide, 60?ft?long). On a failed Con save, creatures take 6d8 radiant dmg (save half) and become blinded (1 turn). | View |
Sunburst | 8 | Evocation | Brilliant sunlight flashes. Each creature in that light take radiant damage and is blinded. | View |
Symbol | 7 | Abjuration | You inscribe a harmful glyph either on a surface or within an object. | View |
Telekinesis | 5 | Transmutation | You gain the ability to move or manipulate creatures or objects by thought. | View |
Telepathic Bond | 5 | Divination | You forge a telepathic link among up to eight willing creatures of your choice. | View |
Teleport | 7 | Conjuration | This spell instantly transports you and up to eight willing creatures or a single object to a destination you select and are familiar with. | View |
Teleportation Circle | 5 | Conjuration | You draw a 10?ft?diameter circle on the ground that links to an existing teleportation circle whose sigil sequence you know. | View |
Thaumaturgy | 0 | Transmutation | You manifest a minor wonder, a sign of supernatural power. | View |
Thunderwave | 1 | Evocation | A wave of thunderous force sweeps out from you. Each creature around you takes thunder damage and is pushed 10 feet away from you. | View |
Time Stop | 9 | Transmutation | You briefly stop the flow of time for everyone but yourself. | View |
Tiny Hut | 3 | Evocation | A 10-ft-radius immobile dome of force appears around and above you. | View |
Tongues | 3 | Divination | Grant a touched creature the ability to understand any spoken language. | View |
Transport via Plants | 6 | Conjuration | Any creature can step into the target plant and exit from the destination plant (previously known) by using 5 ft of movement. | View |
Tree Stride | 5 | Conjuration | You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. | View |
True Polymorph | 9 | Transmutation | Transform a creature into a different creature, creature into an object, or object into a creature. | View |
True Resurrection | 9 | Necromancy | You touch a creature that has been dead for no longer than 200 years and restore it to life with all its hit points. | View |
True Seeing | 6 | Divination | The target of the spell has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane. | View |
True Strike | 0 | Divination | On your next turn, you gain advantage on your first attack roll against the target. | View |
Unseen Servant | 1 | Conjuration | Aan invisible, mindless, shapeless force performs simple tasks at your command. | View |
Vampiric Touch | 3 | Necromancy | This melee spell attack deals 3d6 necrotic dmg, you gain half that much HP. | View |
Vicious Mockery | 0 | Enchantment | You unleash a string of insults laced with subtle enchantments at a creature, it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll. | View |
Wall of Fire | 4 | Evocation | You create a wall of fire on a solid surface, dealing fire damage to the creatures near it. | View |
Wall of Force | 5 | Evocation | An invisible wall of force springs into existence. | View |
Wall of Ice | 6 | Evocation | Create a wall of ice on a solid surface (sphere/dome with a radius of up to 10 feet, or flat surface up of ten 10?ft?square panels) | View |
Wall of Stone | 5 | Evocation | A nonmagical wall of solid stone springs into existence. Concentrating for the whole duration of the spell makes the wall permanent. | View |
Wall of Thorns | 6 | Conjuration | Tangled brush (60 x 10 x 5 ft.) blocks line of sight, deals 7d8 piercing dmg (half on Dex save).
| View |
Warding Bond | 2 | Abjuration | This spell wards a willing creature you touch and creates a mystic connection between you and the target. | View |
Water Breathing | 3 | Transmutation | Up to ten willing creatures may breathe underwater. | View |
Water Walk | 3 | Transmutation | Up to ten willing creatures are able to move across any liquid surface. | View |
Web | 2 | Conjuration | You conjure a mass o f thick, sticky webbing. Creature are restrained as long as they remain in the webs or until they break free. | View |
Weird | 9 | Illusion | On a failed Wis save, creatures become frightened by illusory creatures in their minds. | View |
Wind Walk | 6 | Transmutation | You and up to ten willing creatures assume a gaseous form, fly at 300ft. speed, gain dmg resistance (nonmagical weapons). | View |
Wind Wall | 3 | Evocation | A wall (50 x15 x 1 ft) of wind keeps gases at bay. Creatures must save Str or take 3d8 bludgeoning dmg (half if saved). | View |
Wish | 9 | Conjuration | Alter reality to better suit you desires (ask the DM); such as duplicating any 8th level spell. | View |
Word of Recall | 6 | Conjuration | You and up to five willing creatures (within 5 ft.) instantly teleport to a previously designated spot. | View |
Zone of Truth | 2 | Enchantment | Zone guards against deception (15-ft-radius); creatures failing a Cha save can’t speak a deliberate lie (you know whether the saving throw fails or not). | View |