NameLevelSchoolDescr.Actions
Acid Arrow2EvocationA shimmering green arrow streaks toward a target, dealing acid damage immediately and other damage at the end of its next turn.View
Acid Splash0ConjurationYou hurl a bubble of acid.View
Aid2AbjurationUp to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.View
Alarm1AbjurationYou set an alarm against unwanted intrusion.View
Alter Self2TransmutationYou assume a different form.Choose one of the following options: Aquatic Adaptation, Change Appearance, Natural Weapons.View
Animal Friendship1EnchantmentThis spell lets you convince a beast that you mean it no harm.View
Animal Messenger2EnchantmentYou use an animal to deliver a message.View
Animal Shapes8TransmutationYour magic turns others into beasts.View
Animate Dead3NecromancyThis spell creates an undead servant.View
Animate Objects5TransmutationObjects come to life at your command.View
Antilife Shell5AbjurationA barrier around you prevents creatures from passing or reaching throughView
Antimagic Field8AbjurationA 10-foot-radius invisible sphere of antimagic surrounds you.View
Antipathy/Sympathy8EnchantmentThis spell attracts or repels creatures of your choice.View
Arcane Eye4DivinationYou create an invisible, magical eye within range that hovers in the air for the duration.View
Arcane Hand5EvocationYou create a Large hand of shimmering, translucent force that can accomplish tastks.View
Arcane Lock2AbjurationYou touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration of the spell.View
Arcane Sword7EvocationYou create a sword-shaped plane of force that hovers within range.View
Arcanist's Magic Aura2IllusionYou place an illusion on a creature or an object you touch so that divination spells reveal false information about it.View
Astral Projection9NecromancyYou and up to eight willing creatures within range project your astral bodies into the Astral Plane.View
Augury2DivinationYou receive an omen about the results of a specific course of action that you plan to take within the next 30 minutes.View
Awaken5TransmutationYou give intelligence to a non-sentient being.View
Bane1EnchantmentUp to 3 targets suffer 1d4 malus to the number rolled from the attack roll or saving throw.View
Banishment4AbjurationYou attempt to send one creature to another plane of existence.View
Barkskin2TransmutationThe target's AC can't be less than 16, regardless of what kind of armor it is wearing.View
Beacon of Hope3AbjurationEach target has advantage on Wisdom and death saving throws, and regains the maximum number of hit points possible from any healing.View
Bestow Curse3NecromancyA creature becomes cursed for the duration o f the spell.View
Black Tentacles4ConjurationSquirming, ebony tentacles fill the ground, attacking any creature entering the area.View
Blade Barrier6EvocationYou create a vertical wall o f whirling, razor-sharp blades made o f magical energy.View
Bless1EnchantmentUp to three creatures can roll a d4 and add the number rolled to the attack roll or saving throw.View
Blight4NecromancyNecromantic energy washes over a creature, draining moisture and vitality from it.View
Blindness/Deafness2NecromancyYou can blind or deafen a foe.View
Blink3TransmutationAt the end of each of your turns, you can vanish from your current plane of existence and appear in the Ethereal Plane.View
Blur2IllusionYour body becomes blurred; for the duration, any creature has disadvantage on attack rolls against you.View
Branding Smite2EvocationYour next hit deals an extra 2d6 radiant damage; target becomes visible, can't become invisible.View
Burning Hands1EvocationFlames shoots forth from your outstretched fingertips, dealing fire damage.View
Call Lightning3ConjurationBolts of lightning flash down from a cloud you conjure.View
Calm Emotions2EnchantmentYou attempt to suppress strong emotions in a group of people.View
Chain Lightning6EvocationYou create a bolt o f lightning that arcs toward a target.View
Charm Person1EnchantmentYou attempt to charm a humanoid.View
Chill Touch0NecromancyYou create a ghostly, skeletal hand that deals damage.View
Circle of Death6NecromancyA sphere of negative energy dealing necrotic damage.View
Clairvoyance3DivinationYou can see or hear through an invisible magical sensor.View
Clone8NecromancyThis spell grows an inert duplicate o f a living creature as a safeguard against death.View
Cloudkill5ConjurationYou create a sphere of poisonous, yellow-green fog.View
Color Spray1IllusionA dazzling array o f flashing, colored light springs from your hand, blinding enemy creatures.View
Command1EnchantmentYou speak a one-word command to a creature you can see within range.View
Commune5DivinationYou 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 Nature5DivinationYou briefly become one with nature and gain knowledge of the surrounding territory.View
Comprehend Languages1DivinationFor the duration, you understand the literal meaning of any spoken language that you hear.View
Compulsion4EnchantmentOn a failed Wis save, a target must move in a direction you designate on your bonus action.View
Cone of Cold5EvocationA blast of cold air erupts from your hands, dealing damage.View
Confusion4EnchantmentYou force a behaviour on a target.View
Conjure Animals3ConjurationYou summon fey spirits that take the form of beasts.View
Conjure Celestial7ConjurationYou summon a celestial of challenge rating 4 or lower.View
Conjure Elemental5ConjurationYou call forth an elemental servant.View
Conjure Fey6ConjurationYou summon a fey creature of challenge rating 6 or lower.View
Conjure Minor Elementals4ConjurationYou summon elementals that appear in unoccupied spaces you can see within range.View
Conjure Woodland Beings4ConjurationYou summon fey creatures that appear in unoccupied spaces you can see within range.View
Contact Other Plane5DivinationYou mentally contact a demigod, a long-dead spirit, or other entity from another plane.View
Contagion5NecromancyYour touch inflicts disease.View
Contingency6EvocationChoose a spell of 5th level or lower that takes effect when a certain circumstance occurs.View
Continual Flame2EvocationAn object becomes bright as a torch but heatless.View
Control Water4TransmutationYou control freestanding water inside a 100 cube ft. area.View
Control Weather8TransmutationYou take control of the weather within 5 miles of you. It takes 1d4×10 minutes for the new conditions to take effect.View
Counterspell3AbjurationYou attempt to interrupt a creature in the process of casting a spell.View
Create Food and Water3ConjurationYou create 45 lb. of food and 30 gallons of water on the ground or in containers within range.View
Create or Destroy Water1TransmutationYou either create or destroy water.View
Create Undead6NecromancyUp to three corpses of Medium or Small humanoids become ghouls under your control.View
Creation5IllusionYou pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter.View
Cure Wounds1EvocationA creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.View
Dancing Lights0EvocationYou create up to four torch-sized lights that hover in the air.View
Darkness2EvocationMagical darkness spreads from a point you choose.View
Darkvision2TransmutationA willing creature may see in the dark.View
Daylight3EvocationCreate a 60-foot-radius sphere of light (dim light for extra 60 feet).View
Death Ward4AbjurationYou touch a creature and grant it a measure of protection from death.View
Delayed Blast Fireball7EvocationA fireball that deals more damage the more you concentrate.View
Demiplane8ConjurationYou 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 Good1DivinationYou 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 Magic1DivinationFor the duration, you sense the presence of magic within 30 feet of you.View
Detect Poison and Disease1DivinationYou can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.View
Detect Thoughts2DivinationLearn the surface thoughts of a creature.View
Dimension Door4ConjurationYou teleport yourself from your current location to any other spot within range.View
Disguise Self1IllusionYou make yourself and your belongings look different.View
Disintegrate6TransmutationA thin green ray deals damage to a target, with a chance to disintegrate it.View
Dispel Evil and Good5AbjurationEnergy surrounds and protects you from fey, undead, and creatures from beyond the Material Plane.View
Dispel Magic3AbjurationChoose one creature, object, or magical effect within range to end it.View
Divination4DivinationYou can ask a question to a god or a god's servants.View
Divine Favor1EvocationYour prayer empowers you with divine radiance; your weapon deals an extra 1d4 radiant damage. View
Divine Word7EvocationDesigned creatures within range must save Cha or suffer an effect based on current HP.View
Dominate Beast4EnchantmentOn a failed Wis save, you charm a beast that you can see within range.View
Dominate Monster8EnchantmentYou attempt to beguile a creature that you can see within range.View
Dominate Person5EnchantmentYou attempt to beguile a humanoid that you can see within range.View
Dream5IllusionThis spell shapes a creature's dreams.View
Druidcraft0TransmutationWhispering to the spirits of nature, you create a minor effectView
Earthquake8EvocationYou create a seismic disturbance at a point on the ground.View
Eldritch Blast0EvocationA beam of crackling energy streaks toward a creature within range.View
Enhance Ability2TransmutationGrant advantage to ability checks to touched creature.View
Enlarge/Reduce2TransmutationA creature or object grows larger or smaller.View
Entangle1ConjurationGrasping weeds and vines sprout from the ground in a 20-foot square; turning the ground in the area into difficult terrain.View
Enthrall2EnchantmentA target has trouble perceiving any creature other than you.View
Etherealness7TransmutationYou 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 Retreat1TransmutationYou to move at an incredible pace; you can take Dash as a bonus action on each of your turns.View
Eyebite6NecromancyYour gaze may cause creatures to sleep, panic, or become sick.View
Fabricate4TransmutationYou convert raw materials into products of the same material.View
Faerie Fire1EvocationObjects in a 20-foot cube are outlined in colored light. Attacks against an affected creature or object have advantage.View
Faithful Hound4ConjurationYou conjure a phantom watchdog. It's invisible to all but you and can’t be harmed.View
False Life1NecromancyGgain 1d4 + 4 temporary hit points.View
Fear3IllusionYou project a terrifying image; creatures in a 30-ft cone must save Wis or become frightened.View
Feather Fall1TransmutationUp to 5 creatures' rate of descent slows to 60 feet per round.View
Feeblemind8EnchantmentBlast 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 Familiar1ConjurationYou gain the service of a familiar, a spirit that takes an animal form you choose.View
Find Steed2ConjurationYou summon a spirit that assumes the form of a steed; an instinctive bond allows you to fight as a seamless unit.View
Find the Path6DivinationThis spell allows you to find the shortest, most direct physical route to a specific fixed location.View
Find Traps2DivinationYou sense the presence traps within range and line of sight.View
Finger of Death7NecromancyYou send negative energy coursing through a creature that you can see within range, causing it searing pain.View
Fire Bolt0EvocationYou hurl a mote of fire at a creature or object within range, dealing fire damage.View
Fire Shield4EvocationFlames wreathe you, light a 10-ft radius, provide a warm/chill shield. Melee attackers take 2d8 fire/cold dmg.View
Fire Storm7EvocationA storm made up o f sheets o f roaring flame appears in a location you choose, dealing fire damage.View
Fireball3EvocationA bright streak flashes from your pointing finger, dealing damage in the area of effect.View
Flame Blade2EvocationYou evoke a fiery blade in your free hand; does 3d6 fire damage.View
Flame Strike5EvocationA vertical column o f divine fire roars down from the heavens in a location you specify, dealing damage.View
Flaming Sphere2ConjurationA 5-foot-diameter sphere of fire appears, dealing damage to the surrounding creatures.View
Flesh to Stone6Transmutationou attempt to turn one creature that you can see within range into stone.View
Floating Disk1ConjurationCreates a disk that floats 3 feet above the ground.View
Fly3TransmutationThe target gains a flying speed of 60 feet for the duration.View
Fog Cloud1ConjurationYou create a 20-foot-radius sphere of fogView
Forbiddance6AbjurationYou create a ward against magical travel.View
Forcecage7EvocationAn immobile, invisible, cube?shaped prison composed of magical force springs into existence.View
Foresight9DivinationYou touch a willing creature and bestow a limited ability to see into the immediate future.View
Freedom of Movement4AbjurationThe target's movement is unaffected by difficult terrain,its speed can't be reduced and it can't be paralyzed or restrained.View
Freezing Sphere6EvocationA 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 Form3TransmutationYou transform a willing creature into a misty cloud.View
Gate9ConjurationYou conjure a portal linking your position to a precise location on a different plane of existence.View
Geas5EnchantmentYou place a magical command on a creature that you can see within range.View
Gentle Repose2NecromancyA touched corpse or remains is protected from decay, can’t become undead.View
Giant Insect4TransmutationTransform up to ten centipedes, three spiders, five wasps, or one scorpion into giant versions.View
Glibness8TransmutationEwhen you make a Charisma check, you can replace the number you roll with a 15.View
Globe of Invulnerability6AbjurationAny 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 Warding3AbjurationInscribe a glyph that triggers Explosive Runes (5d8 dmg, Dex save half) or Spell Glyph (3rd lvl spell).View
Goodberry1TransmutationCreate up to 10 berries that restore 1 hit point, and provide nourishment for one day.View
Grease1ConjurationSlick grease covers the ground in a 10-foot square.View
Greater Invisibility4IllusionYou or a creature you touch becomes invisible until the spell ends.View
Greater Restoration5AbjurationYou imbue a creature you touch with positive energy to undo a debilitating effect.View
Guardian of Faith4ConjurationA Large spectral guardian appears and deals radiant damage to hostile creatures.View
Guards and Wards6AbjurationYou create a ward that protects up to 2,500 square feet of floor space.View
Guidance0DivinationOnce before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.View
Guiding Bolt1EvocationThe 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 Wind2EvocationA line of strong wind 60 feet long and 10 feet wide blasts from you; may push creatures 15 feet away from you.View
Hallow5EvocationYou touch a point and infuse an area around it with holy (or unholy) power.View
Hallucinatory Terrain4IllusionNatural terrain in a 150-foot cube look, sound, and smell like some other sort of natural terrain.View
Harm6NecromancyYou unleash a virulent disease on a creature.View
Haste3TransmutationThe 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
Heal6EvocationA surge of positive energy washes through the target, causing it to regain 70 hit points and curing deaseases and conditions.View
Healing Word1EvocationA creature of your choice regains hit points equal to 1d4 + your spellcasting ability modifier.View
Heat Metal2TransmutationYou cause a metallic object to glow red-hot.View
Hellish Rebuke1EvocationA creature that damaged you is momentarily surrounded by hellish flames, takes 2d10 fire (half on Dex save).View
Heroes' Feast6ConjurationYou bring forth a great feast, including magnificent food and drink, with beneficial effects.View
Heroism1EnchantmentA willing creature is immune to fear; gains temp HP (caster's ability modifier) each round.View
Hideous Laughter1EnchantmentA creature falls into fits of laughter (Wis save); falls prone, becomes incapacitated, unable to stand up.View
Hold Monster5EnchantmentTarget must save Wis or be paralyzed.View
Hold Person2EnchantmentThe target humanoid must succeed on a Wisdom saving throw or be paralyzed.View
Holy Aura8AbjurationCreatures of your choice shed dim light and have advantage on all saving throws; other creatures have disadvantage on attack rolls.View
Hunter’s Mark1DivinationYou mark a creature as your quarry; deal extra 1d6 damage on hit.View
Hypnotic Pattern3IllusionCreate a twisting pattern of colors that charms creatures (30-ft cube; Wis save).View
Ice Storm4EvocationA hail of rock-hard ice pounds to the ground. Each creature in the area suffers cold and bludgeoning damage.View
Identify1DivinationYou learn the properties of a magic item or some other magic-imbued object.View
Illusory Script1IllusionWrite parchment only readable to you and creatures you designate.View
Imprisonment9AbjurationYou create a magical restraint to hold a creature untill the spell is ended.View
Incendiary Cloud8ConjurationA cloud of smoke with white?hot embers appears in a 20?foot?radius sphere. Creatures take 10d8 fire dmg (Dex save half).View
Inflict Wounds1NecromancyMake a melee spell attack against a creature. On a hit, the target takes necrotic damage.View
Insect Plague5ConjurationSwarm fills a 20-ft?radius sphere; creatures must save Con or take 4d10 piercing dmg (half on save).View
Instant Summons6ConjurationCreate 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
Invisibility2IllusionA creature you touch becomes invisible until the spell ends.View
Irresistible Dance6EnchantmentA target begins a comic dance in place.View
Jump1TransmutationA creature’s jump distance is tripled.View
Knock2TransmutationUnlock doors, locks, manacles, etc.View
Legend Lore5DivinationBring to your mind a brief summary of the significant lore about a person, place, or object.View
Lesser Restoration2AbjurationYou touch a creature and can end either one disease or one condition afflicting it.View
Levitate2TransmutationOne creature or object of your choice rises vertically, up to 20 feet, and remains suspended there for the duration.View
Light0EvocationA 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 Bolt3EvocationA stroke of lightning, forming a line, blasts out from you in a direction you choose, dealing damage.View
Locate Animals or Plants2DivinationLearn the direction and distance to the closest creature or plant of a kind.View
Locate Creature4DivinationYou sense the direction of a creature's location, as long as that creature is within 1,000 feet of you.View
Locate Object2DivinationSense the direction to a familiar object’s location.View
Longstrider1TransmutationIncrease speed by 10 feet.View
Mage Armor1AbjurationA protective magical force surrounds the target; its base AC becomes 13 + Dexterity modifier.View
Mage Hand0ConjurationA spectral, floating hand appears at a point you choose. You can use the hand to manipulate objects or other simple tasks.View
Magic Circle3AbjurationYou create a 10-ft-radius, 20-ft-tall cylinder that wards against a chosen creature type.View
Magic Jar6NecromancyYour 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 Missile1EvocationYou create three glowing darts of magical force. A dart deals 1d4 + 1 force damage to its target.View
Magic Mouth2IllusionAn object utters a message when a trigger condition is met.View
Magic Weapon2TransmutationA non-magical weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.View
Magnificent Mansion7ConjurationYou conjure an extradimensional dwelling.View
Major Image3IllusionYou create the image of an object, a creature, or some other visible phenomenon.View
Mass Cure Wounds5ConjurationUp to six creatures regain hit points equal to 3d8 + your spellcasting ability modifier.View
Mass Heal9ConjurationYou restore up to 700 hit points, divided as you choose among any number of creatures that you can see.View
Mass Healing Word3EvocationUp to six creatures of your choice regain hit points equal to 1d4 + your spellcasting ability modifier.View
Mass Suggestion6EnchantmentYou suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice.View
Maze8ConjurationYou banish a creature that you can see into a labyrinthine demiplane.View
Meld into Stone3TransmutationYou step into a stone, melding yourself and all the equipment you carry with the stone.View
Mending0TransmutationThis spell can physically repair a magic item or construct.View
Message0TransmutationYou 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 Swarm9EvocationBlazing orbs of fire plummet to the ground at four different points, dealing massive bludgeoning and fire damage.View
Mind Blank8AbjurationOne willing creature you touch is immune to psychic damage.View
Minor Illusion0IllusionYou create a sound or an image of an object.View
Mirage Arcane7IllusionTterrain in 1 mile square look, sound, smell, and feel like some other sort of terrain.View
Mirror Image2IllusionThree illusory duplicates of yourself mimic your actions.View
Mislead5IllusionYou become invisible and an an illusory double of you appears where you are standing.View
Misty Step2ConjurationA silvery mist teleports you up to 30 feet to an unoccupied space that you can see.View
Modify Memory5EnchantmentYou attempt to reshape another creature’s memories.View
Moonbeam2EvocationBeam of light (5-ft-radius, 40-ft-high) causes 2d10 radiant dmg (half if Con save) to creatures entering the area.View
Move Earth6TransmutationYou can reshape dirt, sand, or clay (in an area no larger than 40 feet) in any manner you choose.View
Nondetection3AbjurationHide a target that you touch from divination magic.View
Pass without Trace2AbjurationYou and chosen creatures within 30 feet have +10 on Stealth checks.View
Passwall5TransmutationA passage appears on a wooden, plaster, or stone surface.View
Phantasmal Killer4IllusionOn 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 Steed3IllusionA large quasi-real, horselike creature appears equipped with a saddle, bit, and bridle.View
Planar Ally6ConjurationYou beseech an otherworldly entity for aid. The being must be known to you.View
Planar Binding5AbjurationAttempt to bind a celestial, an elemental, a fey, or a fiend to your service.View
Plane Shift7ConjurationYou and up to 8 willing creatures are transported to a different plane of existence.View
Plant Growth3TransmutationChannel vitality into plants, granting either immediate or long-term benefits.View
Poison Spray0ConjurationYou project a puff of noxious gas from your palm, dealing poison damage.View
Polymorph4TransmutationThis spell transforms a creature that you can see within range into a new form.View
Power Word Kill9EnchantmentYou utter a word of power that can compel one creature to die instantly (if it has 100 hit points or fewer).View
Power Word Stun8EnchantmentYou speak a word of power that can overwhelm the mind of one creature, leaving it dumbfounded.View
Prayer of Healing2EvocationUp to six creatures regain hit points equal to 2d8 + spellcasting modifier.View
Prestidigitation0TransmutationYou can create basic magical tricks.View
Prismatic Spray7EvocationMulticolored rays of light flash from your hand, deal random type of damage or effect.View
Prismatic Wall9AbjurationCreate wall consisting of seven layers, each with a different color. Each layer demands a Dex save or deals damage depending on color. View
Private Sanctum4AbjurationYou make an area within range magically secure.View
Produce Flame0ConjurationA flickering flame appears in your hand.View
Programmed Illusion6IllusionYou create an illusion that activates when a specific condition occurs.View
Project Image7IllusionYou create an illusory copy of yourselfView
Protection from Energy3AbjurationA willing creature you touch has resistance to one damage type of your choice.View
Protection from Evil and Good1AbjurationWwilling creature is protected against certain types of creatures.View
Protection from Poison2AbjurationNeutralize poison on a creature; gain advantage on saves vs poison.View
Purify Food and Drink1TransmutationNonmagical food and drink is purified and rendered free of poison and disease. View
Raise Dead5NecromancyYou return a dead creature you touch to life, provided that it has been dead no longer than 10 days.View
Ray of Enfeeblement2NecromancyRanged spell attack; makes target deal only half damage with Str weapon attacks.View
Ray of Frost0EvocationA frigid beam of blue-white light streaks toward a creature, dealing damage and reducing its speed by 10 feet.View
Regenerate7TransmutationThe 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
Reincarnate5TransmutationForm a random adult body out of a dead humanoid and then call the soul to enter that body (willingly).View
Remove Curse3AbjurationAt your touch, all curses affecting one creature or object end.View
Resilient Sphere4EvocationA sphere of shimmering force encloses a creature or object of Large size or smaller.View
Resistance0AbjurationOnce before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice.View
Resurrection7NecromancyYou resurrect a dead cretaure, that has been dead for no more than a century, with all its hit points.View
Reverse Gravity7TransmutationReverse gravity in a 50?foot?radius, 100?foot-high cylinder.View
Revivify3ConjurationYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point.View
Rope Trick2TransmutationA 60-ft rope rises into the air, to an invisible entrance to an extradimensional spaceView
Sacred Flame0EvocationFlame-like radiance descends on a creature, dealing radiance damage.View
Sanctuary1AbjurationYou ward a creature within range against attack.View
Scorching Ray2EvocationYou create three rays of fire and hurl them at targets for 2d6 fire dmg.View
Scrying5DivinationYou can see and hear a particular creature you choose that is on the same plane of existence as you.View
Secret Chest4ConjurationYou hide a chest, and all its contents, on the Ethereal Plane.View
See Invisibility2DivinationYou see invisible creatures and objects as if they were visible.View
Seeming5IllusionChange the appearance of any number of creatures that you can see within range.View
Sending3EvocationSend a message of 25 words or less to a familiar creature (that may answer immediately).View
Sequester7TransmutationA willing creature or object can be hidden away, safe from detection.View
Shapechange9TransmutationYou assume the form of a different creature for the duration.View
Shatter2EvocationA sudden loud ringing noise, painfully intense, deals thunder damage to any creature in a 10-foot-radius sphere.View
Shield1AbjurationAn invisible barrier of magical force appears and protects you.View
Shield of Faith1AbjurationA shimmering field appears and surrounds a creature of your choice, granting it a +2 bonus to AC.View
Shillelagh0TransmutationThe wood of a club or quarterstaff you are holding is imbued with nature’s power.View
Shocking Grasp0EvocationLightning springs from your hand to deliver a shock to a creature, dealing lightning damage. The creature can't take reactions.View
Silence2IllusionFor the duration, no sound can be created within or pass through the spell area of effect.View
Silent Image1IllusionYou create the image o f an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube.View
Simulacrum7IllusionYou shape an illusory duplicate of one beast or humanoid that is within range.View
Sleep1EnchantmentThis spell sends creatures into a magical sleep.View
Sleet Storm3ConjurationFreezing rain and sleet fall in a 20-ft-tall cylinder & 40-ft radius; creatures must save Dex or fall prone.View
Slow3TransmutationSlow 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 Dying0NecromancyYou touch a living creature that has 0 hit points. The creature becomes stable.View
Speak with Animals1DivinationYou gain the ability to comprehend and verbally communicate with beasts.View
Speak with Dead3NecromancyYou 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 Plants3TransmutationPlants within 30 ft gain limited ability to communicate with you, follow simple commands.View
Spider Climb2TransmutationOne creature gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.View
Spike Growth2TransmutationSprouts 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 Guardians3ConjurationYou 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 Weapon2EvocationYou create a floating, spectral weapon that attacks your enemies, dealing force damage.View
Stinking Cloud3ConjurationCreate a 20-ft-radius sphere of nauseating gas. Creatures within the cloud save Con or spend their turn retching and reeling.View
Stone Shape4TransmutationYou touch a Medium stone object and form it into any shape that suits your purpose.View
Stoneskin4AbjurationYou 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 Vengeance9ConjurationStorm 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
Suggestion2EnchantmentYou suggest a course of activity (limited to a sentence or two) and magically influence a creature behaviour.View
Sunbeam6EvocationYou 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
Sunburst8EvocationBrilliant sunlight flashes. Each creature in that light take radiant damage and is blinded.View
Symbol7AbjurationYou inscribe a harmful glyph either on a surface or within an object.View
Telekinesis5TransmutationYou gain the ability to move or manipulate creatures or objects by thought.View
Telepathic Bond5DivinationYou forge a telepathic link among up to eight willing creatures of your choice.View
Teleport7ConjurationThis 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 Circle5ConjurationYou draw a 10?ft?diameter circle on the ground that links to an existing teleportation circle whose sigil sequence you know.View
Thaumaturgy0TransmutationYou manifest a minor wonder, a sign of supernatural power.View
Thunderwave1EvocationA 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 Stop9TransmutationYou briefly stop the flow of time for everyone but yourself.View
Tiny Hut3EvocationA 10-ft-radius immobile dome of force appears around and above you.View
Tongues3DivinationGrant a touched creature the ability to understand any spoken language.View
Transport via Plants6ConjurationAny creature can step into the target plant and exit from the destination plant (previously known) by using 5 ft of movement.View
Tree Stride5ConjurationYou 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 Polymorph9TransmutationTransform a creature into a different creature, creature into an object, or object into a creature.View
True Resurrection9NecromancyYou 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 Seeing6DivinationThe target of the spell has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane.View
True Strike0DivinationOn your next turn, you gain advantage on your first attack roll against the target.View
Unseen Servant1ConjurationAan invisible, mindless, shapeless force performs simple tasks at your command.View
Vampiric Touch3NecromancyThis melee spell attack deals 3d6 necrotic dmg, you gain half that much HP.View
Vicious Mockery0EnchantmentYou 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 Fire4EvocationYou create a wall of fire on a solid surface, dealing fire damage to the creatures near it.View
Wall of Force5EvocationAn invisible wall of force springs into existence.View
Wall of Ice6EvocationCreate 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 Stone5EvocationA nonmagical wall of solid stone springs into existence. Concentrating for the whole duration of the spell makes the wall permanent.View
Wall of Thorns6ConjurationTangled brush (60 x 10 x 5 ft.) blocks line of sight, deals 7d8 piercing dmg (half on Dex save). View
Warding Bond2AbjurationThis spell wards a willing creature you touch and creates a mystic connection between you and the target.View
Water Breathing3TransmutationUp to ten willing creatures may breathe underwater.View
Water Walk3TransmutationUp to ten willing creatures are able to move across any liquid surface.View
Web2ConjurationYou 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
Weird9IllusionOn a failed Wis save, creatures become frightened by illusory creatures in their minds.View
Wind Walk6TransmutationYou and up to ten willing creatures assume a gaseous form, fly at 300ft. speed, gain dmg resistance (nonmagical weapons).View
Wind Wall3EvocationA 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
Wish9ConjurationAlter reality to better suit you desires (ask the DM); such as duplicating any 8th level spell.View
Word of Recall6ConjurationYou and up to five willing creatures (within 5 ft.) instantly teleport to a previously designated spot.View
Zone of Truth2EnchantmentZone 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

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002