School: Abjuration
NameLevelSchoolDescr.Actions
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
Antilife Shell5AbjurationA barrier around you prevents creatures from passing or reaching throughView
Antimagic Field8AbjurationA 10-foot-radius invisible sphere of antimagic surrounds you.View
Arcane Lock2AbjurationYou touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration of the spell.View
Banishment4AbjurationYou attempt to send one creature to another plane of existence.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
Counterspell3AbjurationYou attempt to interrupt a creature in the process of casting a spell.View
Death Ward4AbjurationYou touch a creature and grant it a measure of protection from death.View
Dispel Magic3AbjurationChoose one creature, object, or magical effect within range to end it.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
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
Greater Restoration5AbjurationYou imbue a creature you touch with positive energy to undo a debilitating effect.View
Holy Aura8AbjurationCreatures of your choice shed dim light and have advantage on all saving throws; other creatures have disadvantage on attack rolls.View
Imprisonment9AbjurationYou create a magical restraint to hold a creature untill the spell is ended.View
Lesser Restoration2AbjurationYou touch a creature and can end either one disease or one condition afflicting it.View
Mage Armor1AbjurationA protective magical force surrounds the target; its base AC becomes 13 + Dexterity modifier.View
Protection from Energy3AbjurationA willing creature you touch has resistance to one damage type of your choice.View
Remove Curse3AbjurationAt your touch, all curses affecting one creature or object end.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
Sanctuary1AbjurationYou ward a creature within range against attack.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
Stoneskin4AbjurationYou turn the flesh of a willing creature as hard as stone. The target has resistance to nonmagical bludgeoning, piercing, and slashing damage.View
Warding Bond2AbjurationThis spell wards a willing creature you touch and creates a mystic connection between you and the target.View
School: Conjuration
NameLevelSchoolDescr.Actions
Acid Splash0ConjurationYou hurl a bubble of acid.View
Black Tentacles4ConjurationSquirming, ebony tentacles fill the ground, attacking any creature entering the area.View
Call Lightning3ConjurationBolts of lightning flash down from a cloud you conjure.View
Cloudkill5ConjurationYou create a sphere of poisonous, yellow-green fog.View
Conjure Animals3ConjurationYou summon fey spirits that take the form of beasts.View
Dimension Door4ConjurationYou teleport yourself from your current location to any other spot within range.View
Flaming Sphere2ConjurationA 5-foot-diameter sphere of fire appears, dealing damage to the surrounding creatures.View
Gate9ConjurationYou conjure a portal linking your position to a precise location on a different plane of existence.View
Guardian of Faith4ConjurationA Large spectral guardian appears and deals radiant damage to hostile creatures.View
Heroes' Feast6ConjurationYou bring forth a great feast, including magnificent food and drink, with beneficial effects.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
Maze8ConjurationYou banish a creature that you can see into a labyrinthine demiplane.View
Misty Step2ConjurationBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.View
Poison Spray0ConjurationYou project a puff of noxious gas from your palm, dealing poison damage.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
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
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
School: Divination
NameLevelSchoolDescr.Actions
Arcane Eye4DivinationYou create an invisible, magical eye within range that hovers in the air for the duration.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
Clairvoyance3DivinationYou can see or hear through an invisible magical sensor.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
Detect Magic1DivinationFor the duration, you sense the presence of magic within 30 feet of you.View
Divination4DivinationYou can ask a question to a god or a god's servants.View
Find the Path6DivinationThis spell allows you to find the shortest, most direct physical route to a specific fixed location.View
Foresight9DivinationYou touch a willing creature and bestow a limited ability to see into the immediate future.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
Identify1DivinationYou learn the properties of a magic item or some other magic-imbued object.View
Locate Creature4DivinationYou sense the direction of a creature's location, as long as that creature is within 1,000 feet of you.View
True Seeing6DivinationThe target of the spell has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane.View
School: Enchantment
NameLevelSchoolDescr.Actions
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
Antipathy/Sympathy8EnchantmentThis spell attracts or repels creatures of your choice.View
Bane1EnchantmentUp to 3 targets suffer 1d4 malus to the number rolled from the attack roll or saving throw.View
Bless1EnchantmentUp to three creatures can roll a d4 and add the number rolled to the attack roll or saving throw.View
Calm Emotions2EnchantmentYou attempt to suppress strong emotions in a group of people.View
Charm Person1EnchantmentYou attempt to charm a humanoid.View
Command1EnchantmentYou speak a one-word command to a creature you can see within range.View
Confusion4EnchantmentYou force a behaviour on a target.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
Hold Person2EnchantmentThe target humanoid must succeed on a Wisdom saving throw or be paralyzed.View
Irresistible Dance6EnchantmentA target begins a comic dance in place.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
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
Sleep1EnchantmentThis spell sends creatures into a magical sleep.View
Suggestion2EnchantmentYou suggest a course of activity (limited to a sentence or two) and magically influence a creature behaviour.View
School: Evocation
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
Arcane Hand5EvocationYou create a Large hand of shimmering, translucent force that can accomplish tastks.View
Arcane Sword7EvocationYou create a sword-shaped plane of force that hovers within range.View
Blade Barrier6EvocationYou create a vertical wall o f whirling, razor-sharp blades made o f magical energy.View
Burning Hands1EvocationFlames shoots forth from your outstretched fingertips, dealing fire damage.View
Chain Lightning6EvocationYou create a bolt o f lightning that arcs toward a target.View
Cone of Cold5EvocationA blast of cold air erupts from your hands, dealing damage.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
Delayed Blast Fireball7EvocationA fireball that deals more damage the more you concentrate.View
Earthquake8EvocationYou create a seismic disturbance at a point on the ground.View
Fire Bolt0EvocationYou hurl a mote of fire at a creature or object within range, dealing fire damage.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 Strike5EvocationA vertical column o f divine fire roars down from the heavens in a location you specify, dealing damage.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
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
Ice Storm4EvocationA hail of rock-hard ice pounds to the ground. Each creature in the area suffers cold and bludgeoning damage.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
Magic Missile1EvocationYou create three glowing darts of magical force. A dart deals 1d4 + 1 force damage to its target.View
Mass Cure Wounds5EvocationUp to six creatures regain hit points equal to 3d8 + your spellcasting ability modifier.View
Mass Heal9EvocationYou 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
Meteor Swarm9EvocationBlazing orbs of fire plummet to the ground at four different points, dealing massive bludgeoning and fire damage.View
Prayer of Healing2EvocationUp to six creatures of your choice each regain hit points equal to 2d8 + your spellcasting ability modifier.View
Ray of Frost0EvocationA frigid beam of blue-white light streaks toward a creature, dealing damage and reducing its speed by 10 feet.View
Sacred Flame0EvocationFlame-like radiance descends on a creature, dealing radiance damage.View
Shatter2EvocationA sudden loud ringing noise, painfully intense, deals thunder damage to any creature in a 10-foot-radius sphere.View
Shocking Grasp0EvocationLightning springs from your hand to deliver a shock to a creature, dealing lightning damage. The creature can't take reactions.View
Spiritual Weapon2EvocationYou create a floating, spectral weapon that attacks your enemies, dealing force damage.View
Sunburst8EvocationBrilliant sunlight flashes. Each creature in that light take radiant damage and is blinded.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
Wall of Fire4EvocationYou create a wall of fire on a solid surface, dealing fire damage to the creatures near it.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
School: Illusion
NameLevelSchoolDescr.Actions
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
Blur2IllusionYour body becomes blurred; for the duration, any creature has disadvantage on attack rolls against you.View
Color Spray1IllusionA dazzling array o f flashing, colored light springs from your hand, blinding enemy creatures.View
Disguise Self1IllusionYou make yourself and your belongings look different.View
Dream5IllusionThis spell shapes a creature's dreams.View
Greater Invisibility4IllusionYou or a creature you touch becomes invisible until the spell ends.View
Invisibility2IllusionA creature you touch becomes invisible until the spell ends.View
Major Image3IllusionYou create the image of an object, a creature, or some other visible phenomenon.View
Minor Illusion0IllusionYou create a sound or an image of an object.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
School: Necromancy
NameLevelSchoolDescr.Actions
Animate Dead3NecromancyThis spell creates an undead servant.View
Astral Projection9NecromancyYou and up to eight willing creatures within range project your astral bodies into the Astral Plane.View
Bestow Curse3NecromancyA creature becomes cursed for the duration o f the spell.View
Blight4NecromancyNecromantic energy washes over a creature, draining moisture and vitality from it.View
Blindness/Deafness2NecromancyYou can blind or deafen a foe.View
Chill Touch0NecromancyYou create a ghostly, skeletal hand that deals damage.View
Circle of Death6NecromancyA sphere of negative energy dealing necrotic damage.View
Clone8NecromancyThis spell grows an inert duplicate o f a living creature as a safeguard against death.View
Finger of Death7NecromancyYou send negative energy coursing through a creature that you can see within range, causing it searing pain.View
Harm6NecromancyYou unleash a virulent disease on a creature.View
Inflict Wounds1NecromancyMake a melee spell attack against a creature. On a hit, the target takes necrotic damage.View
Raise Dead5NecromancyYou return a dead creature you touch to life, provided that it has been dead no longer than 10 days.View
Resurrection7NecromancyYou resurrect a dead cretaure, that has been dead for no more than a century, with all its hit points.View
Revivify3NecromancyYou touch a creature that has died within the last minute. That creature returns to life with 1 hit point.View
Spare the Dying0NecromancyYou touch a living creature that has 0 hit points. The creature becomes stable.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
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
School: Transmutation
NameLevelSchoolDescr.Actions
Alter Self2TransmutationYou assume a different form.Choose one of the following options: Aquatic Adaptation, Change Appearance, Natural Weapons.View
Animal Shapes8TransmutationYour magic turns others into beasts.View
Animate Objects5TransmutationObjects come to life at your command.View
Awaken5TransmutationYou give intelligence to a non-sentient being.View
Barkskin2TransmutationThe target's AC can't be less than 16, regardless of what kind of armor it is wearing.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
Disintegrate6TransmutationA thin green ray deals damage to a target, with a chance to disintegrate it.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
Fly3TransmutationThe target gains a flying speed of 60 feet for the duration.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
Knock2TransmutationUnlock doors, locks, manacles, etc.View
Levitate2TransmutationOne creature or object of your choice rises vertically, up to 20 feet, and remains suspended there for the duration.View
Magic Weapon2TransmutationA non-magical weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.View
Passwall5TransmutationA passage appears on a wooden, plaster, or stone surface.View
Prestidigitation0TransmutationYou can create basic magical tricks.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
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
Thaumaturgy0TransmutationYou manifest a minor wonder, a sign of supernatural power.View
Time Stop9TransmutationYou briefly stop the flow of time for everyone but yourself.View

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