Spells (5e)


IdNameLevelBlurb
1Acid Splash0You hurl a bubble of acid.
2Chill Touch0You create a ghostly, skeletal hand that deals damage.
3Dancing Lights0You create up to four torch-sized lights that hover in the air.
4Druidcraft0Whispering to the spirits of nature, you create a minor effect
5Eldritch Blast0A beam of crackling energy streaks toward a creature within range.
6Fire Bolt0You hurl a mote of fire at a creature or object within range, dealing fire damage.
7Guidance0Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.
8Light0A 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.
9Mage Hand0A spectral, floating hand appears at a point you choose. You can use the hand to manipulate objects or other simple tasks.
10Mending0This spell can physically repair a magic item or construct.
11Message0You whisper a message to a creature within range; the target hears the message and can reply in a whisper that only you can hear.
12Minor Illusion0You create a sound or an image of an object.
13Poison Spray0You project a puff of noxious gas from your palm, dealing poison damage.
14Prestidigitation0You can create basic magical tricks.
15Produce Flame0A flickering flame appears in your hand.
16Ray of Frost0A frigid beam of blue-white light streaks toward a creature, dealing damage and reducing its speed by 10 feet.
17Resistance0Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice.
18Sacred Flame0Flame-like radiance descends on a creature, dealing radiance damage.
19Shillelagh0The wood of a club or quarterstaff you are holding is imbued with nature’s power.
20Shocking Grasp0Lightning springs from your hand to deliver a shock to a creature, dealing lightning damage. The creature can't take reactions.
21Spare the Dying0You touch a living creature that has 0 hit points. The creature becomes stable.
22Thaumaturgy0You manifest a minor wonder, a sign of supernatural power.
23True Strike0On your next turn, you gain advantage on your first attack roll against the target.
24Vicious Mockery0You 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.
25Alarm1You set an alarm against unwanted intrusion.
26Animal Friendship1This spell lets you convince a beast that you mean it no harm.
27Bane1Up to 3 targets suffer 1d4 malus to the number rolled from the attack roll or saving throw.
28Bless1Up to three creatures can roll a d4 and add the number rolled to the attack roll or saving throw.
29Burning Hands1Flames shoots forth from your outstretched fingertips, dealing fire damage.
30Charm Person1You attempt to charm a humanoid.
31Color Spray1A dazzling array o f flashing, colored light springs from your hand, blinding enemy creatures.
32Command1You speak a one-word command to a creature you can see within range.
33Comprehend Languages1For the duration, you understand the literal meaning of any spoken language that you hear.
34Create or Destroy Water1You either create or destroy water.
35Cure Wounds1A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
36Detect Evil and Good1You 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.
37Detect Magic1For the duration, you sense the presence of magic within 30 feet of you.
38Detect Poison and Disease1You can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
39Disguise Self1You make yourself and your belongings look different.
40Divine Favor1Your prayer empowers you with divine radiance; your weapon deals an extra 1d4 radiant damage.
41Entangle1Grasping weeds and vines sprout from the ground in a 20-foot square; turning the ground in the area into difficult terrain.
42Expeditious Retreat1You to move at an incredible pace; you can take Dash as a bonus action on each of your turns.
43Faerie Fire1Objects in a 20-foot cube are outlined in colored light. Attacks against an affected creature or object have advantage.
44False Life1Ggain 1d4 + 4 temporary hit points.
45Feather Fall1Up to 5 creatures' rate of descent slows to 60 feet per round.
46Find Familiar1You gain the service of a familiar, a spirit that takes an animal form you choose.
47Floating Disk1Creates a disk that floats 3 feet above the ground.
48Fog Cloud1You create a 20-foot-radius sphere of fog
49Goodberry1Create up to 10 berries that restore 1 hit point, and provide nourishment for one day.
50Grease1Slick grease covers the ground in a 10-foot square.
51Guiding Bolt1The target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage.
52Healing Word1A creature of your choice regains hit points equal to 1d4 + your spellcasting ability modifier.
53Hellish Rebuke1A creature that damaged you is momentarily surrounded by hellish flames, takes 2d10 fire (half on Dex save).
54Heroism1A willing creature is immune to fear; gains temp HP (caster's ability modifier) each round.
55Hideous Laughter1A creature falls into fits of laughter (Wis save); falls prone, becomes incapacitated, unable to stand up.
56Hunter’s Mark1You mark a creature as your quarry; deal extra 1d6 damage on hit.
57Identify1You learn the properties of a magic item or some other magic-imbued object.
58Illusory Script1Write parchment only readable to you and creatures you designate.
59Inflict Wounds1Make a melee spell attack against a creature. On a hit, the target takes necrotic damage.
60Jump1A creature’s jump distance is tripled.
61Longstrider1Increase speed by 10 feet.
62Mage Armor1A protective magical force surrounds the target; its base AC becomes 13 + Dexterity modifier.
63Magic Missile1You create three glowing darts of magical force. A dart deals 1d4 + 1 force damage to its target.
64Protection from Evil and Good1Wwilling creature is protected against certain types of creatures.
65Purify Food and Drink1Nonmagical food and drink is purified and rendered free of poison and disease.
66Sanctuary1You ward a creature within range against attack.
67Shield1An invisible barrier of magical force appears and protects you.
68Shield of Faith1A shimmering field appears and surrounds a creature of your choice, granting it a +2 bonus to AC.
69Silent Image1You create the image o f an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube.
70Sleep1This spell sends creatures into a magical sleep.
71Speak with Animals1You gain the ability to comprehend and verbally communicate with beasts.
72Thunderwave1A wave of thunderous force sweeps out from you. Each creature around you takes thunder damage and is pushed 10 feet away from you.
73Unseen Servant1An invisible, mindless, shapeless force performs simple tasks at your command.
74Acid Arrow2A shimmering green arrow streaks toward a target, dealing acid damage immediately and other damage at the end of its next turn.
75Aid2Up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
76Alter Self2You assume a different form.Choose one of the following options: Aquatic Adaptation, Change Appearance, Natural Weapons.
77Animal Messenger2You use an animal to deliver a message.
78Arcane Lock2You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration of the spell.
79Arcanist's Magic Aura2You place an illusion on a creature or an object you touch so that divination spells reveal false information about it.
80Augury2You receive an omen about the results of a specific course of action that you plan to take within the next 30 minutes.
81Barkskin2The target's AC can't be less than 16, regardless of what kind of armor it is wearing.
82Blindness/Deafness2You can blind or deafen a foe.
83Blur2Your body becomes blurred; for the duration, any creature has disadvantage on attack rolls against you.
84Branding Smite2Your next hit deals an extra 2d6 radiant damage; target becomes visible, can't become invisible.
85Calm Emotions2You attempt to suppress strong emotions in a group of people.
86Continual Flame2An object becomes bright as a torch but heatless.
87Darkness2Magical darkness spreads from a point you choose.
88Darkvision2A willing creature may see in the dark.
89Detect Thoughts2Learn the surface thoughts of a creature.
90Enhance Ability2Grant advantage to ability checks to touched creature.
91Enlarge/Reduce2A creature or object grows larger or smaller.
92Enthrall2A target has trouble perceiving any creature other than you.
93Find Steed2You summon a spirit that assumes the form of a steed; an instinctive bond allows you to fight as a seamless unit.
94Find Traps2You sense the presence traps within range and line of sight.
95Flame Blade2You evoke a fiery blade in your free hand; does 3d6 fire damage.
96Flaming Sphere2A 5-foot-diameter sphere of fire appears, dealing damage to the surrounding creatures.
97Gentle Repose2A touched corpse or remains is protected from decay, can’t become undead.
98Gust of Wind2A line of strong wind 60 feet long and 10 feet wide blasts from you; may push creatures 15 feet away from you.
99Heat Metal2You cause a metallic object to glow red-hot.
100Hold Person2The target humanoid must succeed on a Wisdom saving throw or be paralyzed.
101Invisibility2A creature you touch becomes invisible until the spell ends.
102Knock2Unlock doors, locks, manacles, etc.
103Lesser Restoration2You touch a creature and can end either one disease or one condition afflicting it.
104Levitate2One creature or object of your choice rises vertically, up to 20 feet, and remains suspended there for the duration.
105Locate Animals or Plants2Learn the direction and distance to the closest creature or plant of a kind.
106Locate Object2Sense the direction to a familiar object’s location.
107Magic Mouth2An object utters a message when a trigger condition is met.
108Magic Weapon2A non-magical weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
109Mirror Image2Three illusory duplicates of yourself mimic your actions.
110Misty Step2A silvery mist teleports you up to 30 feet to an unoccupied space that you can see.
111Moonbeam2Beam of light (5-ft-radius, 40-ft-high) causes 2d10 radiant dmg (half if Con save) to creatures entering the area.
112Pass without Trace2You and chosen creatures within 30 feet have +10 on Stealth checks.
113Prayer of Healing2Up to six creatures regain hit points equal to 2d8 + spellcasting modifier.
114Protection from Poison2Neutralize poison on a creature; gain advantage on saves vs poison.
115Ray of Enfeeblement2Ranged spell attack; makes target deal only half damage with Str weapon attacks.
116Rope Trick2A 60-ft rope rises into the air, to an invisible entrance to an extradimensional space
117Scorching Ray2You create three rays of fire and hurl them at targets for 2d6 fire dmg.
118See Invisibility2You see invisible creatures and objects as if they were visible.
119Shatter2A sudden loud ringing noise, painfully intense, deals thunder damage to any creature in a 10-foot-radius sphere.
120Silence2For the duration, no sound can be created within or pass through the spell area of effect.
121Spider Climb2One creature gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.
122Spike Growth2Sprouts hard spikes and thorns grow on the ground (20-ft radius); becomes difficult terrain, does 2d4 piercing dmg for every 5 ft travelled.
123Spiritual Weapon2You create a floating, spectral weapon that attacks your enemies, dealing force damage.
124Suggestion2You suggest a course of activity (limited to a sentence or two) and magically influence a creature behaviour.
125Warding Bond2This spell wards a willing creature you touch and creates a mystic connection between you and the target.
126Web2You conjure a mass o f thick, sticky webbing. Creature are restrained as long as they remain in the webs or until they break free.
127Zone of Truth2Zone 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).
128Animate Dead3This spell creates an undead servant.
129Beacon of Hope3Each target has advantage on Wisdom and death saving throws, and regains the maximum number of hit points possible from any healing.
130Bestow Curse3A creature becomes cursed for the duration o f the spell.
131Blink3At the end of each of your turns, you can vanish from your current plane of existence and appear in the Ethereal Plane.
132Call Lightning3Bolts of lightning flash down from a cloud you conjure.
133Clairvoyance3You can see or hear through an invisible magical sensor.
134Conjure Animals3You summon fey spirits that take the form of beasts.
135Counterspell3You attempt to interrupt a creature in the process of casting a spell.
136Create Food and Water3You create 45 lb. of food and 30 gallons of water on the ground or in containers within range.
137Daylight3Create a 60-foot-radius sphere of light (dim light for extra 60 feet).
138Dispel Magic3Choose one creature, object, or magical effect within range to end it.
139Fear3You project a terrifying image; creatures in a 30-ft cone must save Wis or become frightened.
140Fireball3A bright streak flashes from your pointing finger, dealing damage in the area of effect.
141Fly3The target gains a flying speed of 60 feet for the duration.
142Gaseous Form3You transform a willing creature into a misty cloud.
143Glyph of Warding3Inscribe a glyph that triggers Explosive Runes (5d8 dmg, Dex save half) or Spell Glyph (3rd lvl spell).
144Haste3The 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.
145Hypnotic Pattern3Create a twisting pattern of colors that charms creatures (30-ft cube; Wis save).
146Lightning Bolt3A stroke of lightning, forming a line, blasts out from you in a direction you choose, dealing damage.
147Magic Circle3You create a 10-ft-radius, 20-ft-tall cylinder that wards against a chosen creature type.
148Major Image3You create the image of an object, a creature, or some other visible phenomenon.
149Mass Healing Word3Up to six creatures of your choice regain hit points equal to 1d4 + your spellcasting ability modifier.
150Meld into Stone3You step into a stone, melding yourself and all the equipment you carry with the stone.
151Nondetection3Hide a target that you touch from divination magic.
152Phantom Steed3A large quasi-real, horselike creature appears equipped with a saddle, bit, and bridle.
153Plant Growth3Channel vitality into plants, granting either immediate or long-term benefits.
154Protection from Energy3A willing creature you touch has resistance to one damage type of your choice.
155Remove Curse3At your touch, all curses affecting one creature or object end.
156Revivify3You touch a creature that has died within the last minute. That creature returns to life with 1 hit point.
157Sending3Send a message of 25 words or less to a familiar creature (that may answer immediately).
158Sleet Storm3Freezing rain and sleet fall in a 20-ft-tall cylinder & 40-ft radius; creatures must save Dex or fall prone.
159Slow3Slow 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.
160Speak with Dead3You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose.
161Speak with Plants3Plants within 30 ft gain limited ability to communicate with you, follow simple commands.
162Spirit Guardians3You call forth spirits to protect you. When enemies come close to you, their speed is halved and they suffer radiant or necrotic damage.
163Stinking Cloud3Create a 20-ft-radius sphere of nauseating gas. Creatures within the cloud save Con or spend their turn retching and reeling.
164Tiny Hut3A 10-ft-radius immobile dome of force appears around and above you.
165Tongues3Grant a touched creature the ability to understand any spoken language.
166Vampiric Touch3This melee spell attack deals 3d6 necrotic dmg, you gain half that much HP.
167Water Breathing3Up to ten willing creatures may breathe underwater.
168Water Walk3Up to ten willing creatures are able to move across any liquid surface.
169Wind Wall3A wall (50 x15 x 1 ft) of wind keeps gases at bay. Creatures must save Str or take 3d8 bludgeoning dmg (half if saved).
170Arcane Eye4You create an invisible, magical eye within range that hovers in the air for the duration.
171Banishment4You attempt to send one creature to another plane of existence.
172Black Tentacles4Squirming, ebony tentacles fill the ground, attacking any creature entering the area.
173Blight4Necromantic energy washes over a creature, draining moisture and vitality from it.
174Compulsion4On a failed Wis save, a target must move in a direction you designate on your bonus action.
175Confusion4You force a behaviour on a target.
176Conjure Minor Elementals4You summon elementals that appear in unoccupied spaces you can see within range.
177Conjure Woodland Beings4You summon fey creatures that appear in unoccupied spaces you can see within range.
178Control Water4You control freestanding water inside a 100 cube ft. area.
179Death Ward4You touch a creature and grant it a measure of protection from death.
180Dimension Door4You teleport yourself from your current location to any other spot within range.
181Divination4You can ask a question to a god or a god's servants.
182Dominate Beast4On a failed Wis save, you charm a beast that you can see within range.
183Fabricate4You convert raw materials into products of the same material.
184Faithful Hound4You conjure a phantom watchdog. It's invisible to all but you and can’t be harmed.
185Fire Shield4Flames wreathe you, light a 10-ft radius, provide a warm/chill shield. Melee attackers take 2d8 fire/cold dmg.
186Freedom of Movement4The target's movement is unaffected by difficult terrain,its speed can't be reduced and it can't be paralyzed or restrained.
187Giant Insect4Transform up to ten centipedes, three spiders, five wasps, or one scorpion into giant versions.
188Greater Invisibility4You or a creature you touch becomes invisible until the spell ends.
189Guardian of Faith4A Large spectral guardian appears and deals radiant damage to hostile creatures.
190Hallucinatory Terrain4Natural terrain in a 150-foot cube look, sound, and smell like some other sort of natural terrain.
191Ice Storm4A hail of rock-hard ice pounds to the ground. Each creature in the area suffers cold and bludgeoning damage.
192Locate Creature4You sense the direction of a creature's location, as long as that creature is within 1,000 feet of you.
193Phantasmal Killer4On a failed Wis save, the target is frightened. At the end of it's turns, target must save or take 4d10 psychic dmg.
194Polymorph4This spell transforms a creature that you can see within range into a new form.
195Private Sanctum4You make an area within range magically secure.
196Resilient Sphere4A sphere of shimmering force encloses a creature or object of Large size or smaller.
197Secret Chest4You hide a chest, and all its contents, on the Ethereal Plane.
198Stone Shape4You touch a Medium stone object and form it into any shape that suits your purpose.
199Stoneskin4You turn the flesh of a willing creature as hard as stone. The target has resistance to nonmagical bludgeoning, piercing, and slashing damage.
200Wall of Fire4You create a wall of fire on a solid surface, dealing fire damage to the creatures near it.
201Animate Objects5Objects come to life at your command.
202Antilife Shell5A barrier around you prevents creatures from passing or reaching through
203Arcane Hand5You create a Large hand of shimmering, translucent force that can accomplish tastks.
204Awaken5You give intelligence to a non-sentient being.
205Cloudkill5You create a sphere of poisonous, yellow-green fog.
206Commune5You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no.
207Commune with Nature5You briefly become one with nature and gain knowledge of the surrounding territory.
208Cone of Cold5A blast of cold air erupts from your hands, dealing damage.
209Conjure Elemental5You call forth an elemental servant.
210Contact Other Plane5You mentally contact a demigod, a long-dead spirit, or other entity from another plane.
211Contagion5Your touch inflicts disease.
212Creation5You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter.
213Dispel Evil and Good5Energy surrounds and protects you from fey, undead, and creatures from beyond the Material Plane.
214Dominate Person5You attempt to beguile a humanoid that you can see within range.
215Dream5This spell shapes a creature's dreams.
216Flame Strike5A vertical column o f divine fire roars down from the heavens in a location you specify, dealing damage.
217Geas5You place a magical command on a creature that you can see within range.
218Greater Restoration5You imbue a creature you touch with positive energy to undo a debilitating effect.
219Hallow5You touch a point and infuse an area around it with holy (or unholy) power.
220Hold Monster5Target must save Wis or be paralyzed.
221Insect Plague5Swarm fills a 20-ft?radius sphere; creatures must save Con or take 4d10 piercing dmg (half on save).
222Legend Lore5Bring to your mind a brief summary of the significant lore about a person, place, or object.
223Mass Cure Wounds5Up to six creatures regain hit points equal to 3d8 + your spellcasting ability modifier.
224Mislead5You become invisible and an an illusory double of you appears where you are standing.
225Modify Memory5You attempt to reshape another creature’s memories.
226Passwall5A passage appears on a wooden, plaster, or stone surface.
227Planar Binding5Attempt to bind a celestial, an elemental, a fey, or a fiend to your service.
228Raise Dead5You return a dead creature you touch to life, provided that it has been dead no longer than 10 days.
229Reincarnate5Form a random adult body out of a dead humanoid and then call the soul to enter that body (willingly).
230Scrying5You can see and hear a particular creature you choose that is on the same plane of existence as you.
231Seeming5Change the appearance of any number of creatures that you can see within range.
232Telekinesis5You gain the ability to move or manipulate creatures or objects by thought.
233Telepathic Bond5You forge a telepathic link among up to eight willing creatures of your choice.
234Teleportation Circle5You draw a 10?ft?diameter circle on the ground that links to an existing teleportation circle whose sigil sequence you know.
235Tree Stride5You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.
236Wall of Force5An invisible wall of force springs into existence.
237Wall of Stone5A nonmagical wall of solid stone springs into existence. Concentrating for the whole duration of the spell makes the wall permanent.
238Blade Barrier6You create a vertical wall o f whirling, razor-sharp blades made o f magical energy.
239Chain Lightning6You create a bolt o f lightning that arcs toward a target.
240Circle of Death6A sphere of negative energy dealing necrotic damage.
241Conjure Fey6You summon a fey creature of challenge rating 6 or lower.
242Contingency6Choose a spell of 5th level or lower that takes effect when a certain circumstance occurs.
243Create Undead6Up to three corpses of Medium or Small humanoids become ghouls under your control.
244Disintegrate6A thin green ray deals damage to a target, with a chance to disintegrate it.
245Eyebite6Your gaze may cause creatures to sleep, panic, or become sick.
246Find the Path6This spell allows you to find the shortest, most direct physical route to a specific fixed location.
247Flesh to Stone6ou attempt to turn one creature that you can see within range into stone.
248Forbiddance6You create a ward against magical travel.
249Freezing Sphere6A frigid globe of cold explodes in a 60?ft?radius sphere. On a failed Con save, creatures take 10d6 cold damage (half if saved).
250Globe of Invulnerability6Any spell of 5th level or lower cast from outside the barrier created by this spell can't affect creatures or objects within it.
251Guards and Wards6You create a ward that protects up to 2,500 square feet of floor space.
252Harm6You unleash a virulent disease on a creature.
253Heal6A surge of positive energy washes through the target, causing it to regain 70 hit points and curing deaseases and conditions.
254Heroes' Feast6You bring forth a great feast, including magnificent food and drink, with beneficial effects.
255Instant Summons6Create 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.
256Irresistible Dance6A target begins a comic dance in place.
257Magic Jar6Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell’s material component.
258Mass Suggestion6You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice.
259Move Earth6You can reshape dirt, sand, or clay (in an area no larger than 40 feet) in any manner you choose.
260Planar Ally6You beseech an otherworldly entity for aid. The being must be known to you.
261Programmed Illusion6You create an illusion that activates when a specific condition occurs.
262Sunbeam6You 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).
263Transport via Plants6Any creature can step into the target plant and exit from the destination plant (previously known) by using 5 ft of movement.
264True Seeing6The target of the spell has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane.
265Wall of Ice6Create 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)
266Wall of Thorns6Tangled brush (60 x 10 x 5 ft.) blocks line of sight, deals 7d8 piercing dmg (half on Dex save).
267Wind Walk6You and up to ten willing creatures assume a gaseous form, fly at 300ft. speed, gain dmg resistance (nonmagical weapons).
268Word of Recall6You and up to five willing creatures (within 5 ft.) instantly teleport to a previously designated spot.
269Arcane Sword7You create a sword-shaped plane of force that hovers within range.
270Conjure Celestial7You summon a celestial of challenge rating 4 or lower.
271Delayed Blast Fireball7A fireball that deals more damage the more you concentrate.
272Divine Word7Designed creatures within range must save Cha or suffer an effect based on current HP.
273Etherealness7You step into the border regions o f the Ethereal Plane, and therefore you can only affect and be affected by creatures on that plane.
274Finger of Death7You send negative energy coursing through a creature that you can see within range, causing it searing pain.
275Fire Storm7A storm made up o f sheets o f roaring flame appears in a location you choose, dealing fire damage.
276Forcecage7An immobile, invisible, cube?shaped prison composed of magical force springs into existence.
277Magnificent Mansion7You conjure an extradimensional dwelling.
278Mirage Arcane7Tterrain in 1 mile square look, sound, smell, and feel like some other sort of terrain.
279Plane Shift7You and up to 8 willing creatures are transported to a different plane of existence.
280Prismatic Spray7Multicolored rays of light flash from your hand, deal random type of damage or effect.
281Project Image7You create an illusory copy of yourself
282Regenerate7The 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.
283Resurrection7You resurrect a dead cretaure, that has been dead for no more than a century, with all its hit points.
284Reverse Gravity7Reverse gravity in a 50?foot?radius, 100?foot-high cylinder.
285Sequester7A willing creature or object can be hidden away, safe from detection.
286Simulacrum7You shape an illusory duplicate of one beast or humanoid that is within range.
287Symbol7You inscribe a harmful glyph either on a surface or within an object.
288Teleport7This spell instantly transports you and up to eight willing creatures or a single object to a destination you select and are familiar with.
289Animal Shapes8Your magic turns others into beasts.
290Antimagic Field8A 10-foot-radius invisible sphere of antimagic surrounds you.
291Antipathy/Sympathy8This spell attracts or repels creatures of your choice.
292Clone8This spell grows an inert duplicate o f a living creature as a safeguard against death.
293Control Weather8You take control of the weather within 5 miles of you. It takes 1d4×10 minutes for the new conditions to take effect.
294Demiplane8You create a shadowy door on a flat solid surface. When opened, it leads to a demiplane 30 feet in each dimension.
295Dominate Monster8You attempt to beguile a creature that you can see within range.
296Earthquake8You create a seismic disturbance at a point on the ground.
297Feeblemind8Blast 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.
298Glibness8Ewhen you make a Charisma check, you can replace the number you roll with a 15.
299Holy Aura8Creatures of your choice shed dim light and have advantage on all saving throws; other creatures have disadvantage on attack rolls.
300Incendiary Cloud8A cloud of smoke with white?hot embers appears in a 20?foot?radius sphere. Creatures take 10d8 fire dmg (Dex save half).
301Maze8You banish a creature that you can see into a labyrinthine demiplane.
302Mind Blank8One willing creature you touch is immune to psychic damage.
303Power Word Stun8You speak a word of power that can overwhelm the mind of one creature, leaving it dumbfounded.
304Sunburst8Brilliant sunlight flashes. Each creature in that light take radiant damage and is blinded.
305Astral Projection9You and up to eight willing creatures within range project your astral bodies into the Astral Plane.
306Foresight9You touch a willing creature and bestow a limited ability to see into the immediate future.
307Gate9You conjure a portal linking your position to a precise location on a different plane of existence.
308Imprisonment9You create a magical restraint to hold a creature untill the spell is ended.
309Mass Heal9You restore up to 700 hit points, divided as you choose among any number of creatures that you can see.
310Meteor Swarm9Blazing orbs of fire plummet to the ground at four different points, dealing massive bludgeoning and fire damage.
311Power Word Kill9You utter a word of power that can compel one creature to die instantly (if it has 100 hit points or fewer).
312Prismatic Wall9Create wall consisting of seven layers, each with a different color. Each layer demands a Dex save or deals damage depending on color.
313Shapechange9You assume the form of a different creature for the duration.
314Storm of Vengeance9Storm of 360 feet radius deals 2d6 thunder dmg on a failed Con save, deafens for 5 minutes, adds other effects if concentration is held.
315Time Stop9You briefly stop the flow of time for everyone but yourself.
316True Polymorph9Transform a creature into a different creature, creature into an object, or object into a creature.
317True Resurrection9You touch a creature that has been dead for no longer than 200 years and restore it to life with all its hit points.
318Weird9On a failed Wis save, creatures become frightened by illusory creatures in their minds.
319Wish9Alter reality to better suit you desires (ask the DM); such as duplicating any 8th level spell.