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