A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arr
Evocation — Cantrip
Acid Splash
Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S
DurationInstantaneous
You create an acidic bubble at a point within range, where it explodes in a 5-foot-radius Sphere. Each creature in that Sphere must succeed on a Dexterity saving throw or take 1d6 Acid damage.
Abjuration — Level 45
Aid
Bard, Cleric, Druid, Paladin, Ranger
Cast TimeAction
Range30 feet
ComponentsV, S, M (a strip of white cloth)
Duration8 hours
Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.
Abjuration — Level 1
Alarm
Ranger, Wizard
Cast Time1 minute or Ritual
Range30 feet
ComponentsReusable, making repeated casting economical
DurationCovers entire rest periods or work sessions
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you
Transmutation — Level 2
Alter Self
Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S
DurationConcentration, up to 1 hour
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.
Enchantment — Level 3
Animal Friendship
Bard, Druid, Ranger
Cast TimeAction
Range30 feet
ComponentsV, S, M (a morsel of food)
Duration24 hours
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration. If you or one of your allies deals damage to the target, the spells ends.
Enchantment — Level 120
Animal Messenger
Bard, Druid, Ranger
Cast TimeAction or Ritual
Range30 feet
ComponentsV, S, M (a morsel of food)
Duration24 hours
A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visi
Transmutation — Cantrip
Animal Shapes
Druid
Cast TimeAction
Range30 feet
ComponentsV, S
Duration24 hours
Choose any number of willing creatures that you can see within range. Each target shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower. You can choose a different form for each target. On later turns, yo
Necromancy — Level 5
Animate Dead
Cleric, Wizard
Cast Time1 minute
Range10 feet
ComponentsV, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
DurationInstantaneous
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a Skeleton if you chose bones or a Zombie if you chose a corpse (see "Monsters" for the stat blocks).
Transmutation — Level 15
Animate Objects
Bard, Sorcerer, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S
DurationConcentration, up to 1 minute
Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for
Abjuration — Cantrip
Antilife Shell
Druid
Cast TimeAction
RangeSelf (10-foot radius)
ComponentsV, S
DurationConcentration, up to 1 hour
An immobile, shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Living creatures can't pass through the barrier, but you and other creatures already inside the barrier when you cast the spell can mo
Abjuration — Cantrip
Antimagic Field
Cleric, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S, M (iron filings)
DurationConcentration, up to 1 hour
An aura of antimagic surrounds you in 10-foot Emanation. No one can cast spells, take Magic actions, or create other magical effects inside the aura, and those things can't target or otherwise affect anything inside it. Magical properties of magic it
Enchantment — Cantrip
Antipathy Sympathy
Bard, Druid, Wizard
Cast Time1 hour
Range60 feet
ComponentsV, S, M (a mix of vinegar and honey)
Duration10 days
As you cast the spell, choose whether it creates antipathy or sympathy, and target one creature or object that is Huge or smaller. Then specify a kind of creature, such as red dragons, goblins, or vampires. A creature of the chosen kind makes a Wisdo
Divination — Cantrip
Arcane Eye
Wizard
Cast TimeAction
Range30 feet
ComponentsV, S, M (a bit of bat fur)
DurationConcentration, up to 1 hour
You create an Invisible, invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.
Evocation — Level 40
Arcane Hand
Sorcerer, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S, M (an eggshell and a glove)
DurationConcentration, up to 1 minute
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.
Abjuration — Level 2
Arcane Lock
Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (gold dust worth 25+ GP, which the spell consumes)
DurationUntil dispelled
You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite
Evocation — Level 7
Arcane Sword
Bard, Wizard
Cast TimeAction
Range90 feet
ComponentsV, S, M (a miniature sword worth 250+ GP)
DurationConcentration, up to 1 minute
You create a spectral sword that hovers within range. It lasts for the duration.
Illusion — Cantrip
Arcanist's Magic Aura
Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (a small square of silk)
Duration24 hours
With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell
Necromancy — Level 9
Astral Projection
Cleric, Warlock, Wizard
Cast Time1 hour
Range10 feet
ComponentsV, S, M (for each of the spell's targets, one jacinth worth 1,000+ GP and one silver bar worth 100+ GP, all of which the spell consumes)
DurationUntil dispelled
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell ends instantly if you are already on that plane). Each target's body is left behind in a state of suspended animation; it has the Unconscio
Divination — Level 2
Augury
Cleric, Druid, Wizard
Cast Time1 minute or Ritual
RangeSelf
ComponentsV, S, M (specially marked sticks, bones, cards, or other divinatory tokens worth 25+ GP)
DurationInstantaneous
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table.
Abjuration — Level 4
Aura Of Life
Cleric, Paladin
Cast TimeAction
RangeSelf
ComponentsV
DurationConcentration, up to 10 minutes
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that
Transmutation — Level 5
Awaken
Bard, Druid
Cast Time8 hours
RangeTouch
ComponentsV, S, M (an agate worth 1,000+ GP, which the spell consumes)
DurationInstantaneous
You spend the casting time tracing magical pathways within a precious gemstone, then touch it to a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or lower. The target gains an Intelligence of
Enchantment — Level 5
Bane
Bard, Cleric, Warlock
Cast TimeAction
Range30 feet
ComponentsV, S, M (a drop of blood)
DurationConcentration, up to 1 minute
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the atta
Abjuration — Cantrip
Banishment
Cleric, Paladin, Sorcerer, Warlock, Wizard
Cast TimeAction
Range30 feet
ComponentsV, S, M (a pentacle)
DurationConcentration, up to 1 minute
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the Incapacitated condition. When the spell ends, the target reappears in the s
Transmutation — Level 2
Barkskin
Druid, Ranger
Cast TimeBonus Action
RangeTouch
ComponentsV, S, M (a handful of bark)
Duration1 hour
You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Abjuration — Cantrip
Beacon Of Hope
Cleric
Cast TimeAction
Range30 feet
ComponentsV, S
DurationConcentration, up to 1 minute
Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.
Enchantment — Level 8
Befuddlement
Bard, Druid, Warlock, Wizard
Cast TimeAction
Range150 feet
ComponentsV, S, M (a key ring with no keys)
DurationInstantaneous
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
Necromancy — Cantrip
Bestow Curse
Bard, Cleric, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S
DurationConcentration, up to 1 minute
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
Conjuration — Level 4
Black Tentacles
Wizard
Cast TimeAction
Range90 feet
ComponentsV, S, M (a tentacle)
DurationConcentration, up to 1 minute
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.
Evocation — Cantrip
Blade Barrier
Cleric
Cast TimeAction
Range90 feet
ComponentsV, S
DurationConcentration, up to 10 minutes
You create a wall of whirling blades made of magical energy. The wall appears within range and lasts for the duration. You make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet h
Enchantment — Level 5
Bless
Cleric, Paladin
Cast TimeAction
Range30 feet
ComponentsV, S, M (a Holy Symbol worth 5+ GP)
DurationConcentration, up to 1 minute
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
Necromancy — Level 45
Blight
Druid, Sorcerer, Warlock, Wizard
Cast TimeAction
Range30 feet
ComponentsV, S
DurationInstantaneous
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Transmutation — Cantrip
Blindness Deafness
Bard, Cleric, Sorcerer, Wizard
Cast TimeAction
Range120 feet
ComponentsV
Duration1 minute
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itse
Transmutation — Level 3
Blink
Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S
Duration1 minute
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane).
Illusion — Level 2
Blur
Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV
DurationConcentration, up to 1 minute
Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.
Evocation — Level 17
Burning Hands
Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S
DurationInstantaneous
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Conjuration — Level 27
Call Lightning
Druid
Cast TimeAction
Range120 feet
ComponentsV, S
DurationConcentration, up to 10 minutes
A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
Enchantment — Level 2
Calm Emotions
Bard, Cleric
Cast TimeAction
Range60 feet
ComponentsV, S
DurationConcentration, up to 1 minute
Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):
Evocation — Level 7
Chain Lightning
Sorcerer, Wizard
Cast TimeAction
Range150 feet
ComponentsV, S, M (three silver pins)
DurationInstantaneous
You launch a lightning bolt toward a target you can see within range. Three bolts then leap from that target to as many as three other targets of your choice, each of which must be within 30 feet of the first target. A target can be a creature or an
Enchantment — Cantrip
Charm Monster
Bard, Druid, Sorcerer, Warlock, Wizard
Cast TimeAction
Range30 feet
ComponentsV, S
Duration1 hour
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The
Enchantment — Cantrip
Charm Person
Bard, Druid, Sorcerer, Warlock, Wizard
Cast TimeAction
Range30 feet
ComponentsV, S
Duration1 hour
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the Charmed condition until the spell ends or until you or your allies damage it. The
Necromancy — Cantrip
Chill Touch
Sorcerer, Warlock, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S
DurationInstantaneous
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.
Evocation — Level 22
Chromatic Orb
Sorcerer, Wizard
Cast TimeAction
Range90 feet
ComponentsSame diamond can be used repeatedly
DurationInstantaneous
You hurl an orb of energy at a target within range. Choose Acid, Cold, Fire, Lightning, Poison, or Thunder for the type of orb you create, and then make a ranged spell attack against the target. On a hit, the target takes 3d8 damage of the chosen typ
Necromancy — Level 63
Circle Of Death
Sorcerer, Warlock, Wizard
Cast TimeAction
Range150 feet
ComponentsHarvest death energy for necromantic rituals
DurationInstantaneous
Negative energy ripples out in a 60-foot-radius sphere from a point you choose within range. Each creature in that area makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one.
Other divination spells like *scrying* (5th level upgrade), *detect magic*, *locate creature*, and *legend lore* for comprehensive information gathering. — Level 3
Clairvoyance
Bard, Cleric, Sorcerer, Wizard
Cast Time10 minutes
Range1 mile
ComponentsV, S, M (a focus worth 100+ GP, either a jeweled horn for hearing or a glass eye for seeing)
DurationConcentration, up to 10 minutes
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible,
ComponentsV, S, M (a diamond worth 1,000+ GP, which the spell consumes, and a sealable vessel worth 2,000+ GP that is large enough to hold the creature being cloned)
DurationInstantaneous
You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell's casting and finishes growing after 120 days; you choose whether the finished clone is the same age as the crea
Other conjuration spells like *web* (2nd level battlefield control), *wall of fire* (4th level area damage), *incendiary cloud* (8th level fire version). — Level 5
Cloudkill
Sorcerer, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S
DurationConcentration, up to 10 minutes
You create a 20-foot-radius sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by Gust of Wind) disperses it, ending the spell. Its area is Heavily Obscured.
Other illusion spells like *minor illusion* (cantrip simple effects), *blur* (2nd level personal defense), *hypnotic pattern* (3rd level area incapacitation). — Level 1
Color Spray
Bard, Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S, M (a pinch of colorful sand)
DurationInstantaneous
You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot cone originating from you must succeed on a Constitution saving throw or have the Blinded condition until the end of your next turn.
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Other divination spells like *divination* (4th level arcane version), *contact other plane* (5th level planar contact), *legend lore* (5th level historical knowledge). — Level 5
Commune
Cleric
Cast Time1 minute or Ritual
RangeSelf
ComponentsV, S, M (incense)
Duration1 minute
You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Other divination spells like *commune* (5th level divine guidance), *scrying* (5th level remote viewing), *find the path* (6th level navigation). — Level 5
Commune with Nature
Druid, Ranger
Cast Time1 minute or Ritual
RangeSelf
ComponentsV, S
DurationInstantaneous
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spel
For the duration, you understand the literal meaning of any language that you hear or see signed. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to r
Other enchantment spells like *charm person* (1st level single target), *hold person* (2nd level paralysis), *dominate person* (5th level total control). — Level 4
Compulsion
Bard
Cast TimeAction
Range30 feet
ComponentsV, S
DurationConcentration, up to 1 minute
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the Charmed condition until the spell ends.
Other evocation spells like *fireball* (3rd level fire damage), *lightning bolt* (3rd level line damage), *meteor swarm* (9th level multiple areas). — Level 5
Cone Of Cold
Druid, Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S, M (a small crystal or glass cone)
DurationInstantaneous
You unleash a blast of cold air. Each creature in a 60-foot cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a fro
Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw, or that target can't take Bonus Actions or Reactions and must roll 1d10 at the start of each of its turns to determine its beh
Other conjuration spells like *conjure minor elementals* (4th level elemental spirits), *conjure elemental* (5th level major summoning), *conjure fey* (6th level fey creatures). — Level 3
Conjure Animals
Druid, Ranger
Cast TimeAction
Range60 feet
ComponentsV, S
DurationConcentration, up to 10 minutes
You conjure nature spirits that appear as a Large pack of spectral, intangible animals in an unoccupied space you can see within range. The pack lasts for the duration, and you choose the spirits' animal form, such as wolves, serpents, or birds.
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high cylinder centered on a point within range. For each creature you can see in the cylinder, choose which of these lights shines on it:
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spir
You conjure a Medium spirit from the Feywild in an unoccupied space you can see within range. The spirit lasts for the duration, and it looks like a Fey creature of your choice. When the spirit appears, you can make one melee spell attack against a c
Other conjuration spells like *conjure elemental* (5th level major elemental), *conjure animals* (3rd level nature spirits), *spirit guardians* (3rd level divine aura). — Level 4
Conjure Minor Elementals
Druid, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S
DurationConcentration, up to 10 minutes
You conjure spirits from the Elemental Planes that flit around you in a 15-foot emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the emanation. This damage is Acid, Cold, Fire,
Other conjuration spells like *conjure animals* (3rd level nature spirits), *conjure minor elementals* (4th level elemental aura), *conjure fey* (6th level fey spirit). — Level 4
Conjure Woodland Beings
Druid, Ranger
Cast TimeAction
RangeSelf
ComponentsV, S
DurationConcentration, up to 10 minutes
You conjure nature spirits that flit around you in a 10-foot Emanation for the duration. Whenever the Emanation enters the space of a creature you can see and whenever a creature you can see enters the Emanation or ends its turn there, you can force
You mentally contact a demigod, the spirit of a longdead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On
Other necromancy spells like *blight* (4th level plant damage), *harm* (6th level major damage), *finger of death* (7th level instant death). — Level 5
Contagion
Cleric, Druid
Cast TimeAction
RangeTouch
ComponentsV, S
Duration7 days
Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the Poisoned condition. Also, choose one ability when you cast the spell. While Poisoned, the target has Disadvantag
Other abjuration spells like *glyph of warding* (3rd level triggered effects), *symbol* (7th level triggered magic), *guards and wards* (6th level area protection). — Level 6
Contingency
Wizard
Cast Time10 minutes
RangeSelf
ComponentsV, S, M (a gem-encrusted statuette of yourself worth 1,500+ GP)
Duration10 days
Choose a spell of level 5 or lower that you can cast, that has a casting time of an action, and that can target you. You cast that spell—called the contingent spell—as part of casting Contingency, expending spell slots for both, but the contingent sp
Other evocation spells like *light* (cantrip temporary), *daylight* (3rd level bright light), *dancing lights* (cantrip mobile lights). — Level 2
Continual Flame
Cleric, Druid, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (ruby dust worth 50+ GP, which the spell consumes)
DurationUntil dispelled
A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden b
Other transmutation spells like *shape water* (cantrip minor manipulation), *control weather* (8th level weather control), *move earth* (6th level earth manipulation). — Level 4
Control Water
Cleric, Druid, Wizard
Cast TimeAction
Range300 feet
ComponentsV, S, M (a mixture of water and dust)
DurationConcentration, up to 10 minutes
Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or choose a different one.
Other transmutation spells like *control water* (4th level water manipulation), *move earth* (6th level terrain shaping), *reverse gravity* (7th level gravity control). — Level 8
Control Weather
Cleric, Druid, Wizard
Cast Time10 minutes
RangeSelf
ComponentsV, S, M (burning incense)
DurationConcentration, up to 8 hours
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell, and it ends early if you go indoors.
Other abjuration spells like *dispel magic* (3rd level remove magic), *antimagic field* (8th level magic suppression), *protection from evil and good* (1st level specific protection). — Level 3
Counterspell
Sorcerer, Warlock, Wizard
Cast TimeReaction, which you take when you see a creature within 60 feet of yourself casting a spell with Verbal, Somatic, or Material components
Range60 feet
ComponentsS
DurationInstantaneous
You attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that
Other conjuration spells like *goodberry* (1st level magical food), *create or destroy water* (1st level water manipulation), *heroes' feast* (6th level magical banquet). — Level 3
Create Food and Water
Cleric, Paladin
Cast TimeAction
Range30 feet
ComponentsV, S
DurationInstantaneous
You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range-both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and
Other transmutation spells like *control water* (4th level major manipulation), *shape water* (cantrip minor control), *control weather* (8th level weather mastery). — Level 1
Create or Destroy Water
Cleric, Druid
Cast TimeAction
Range30 feet
ComponentsV, S, M (a mix of water and sand)
DurationInstantaneous
You do one of the following:
Other necromancy spells like *animate dead* (3rd level skeleton/zombie), *speak with dead* (3rd level corpse communication), *vampiric touch* (3rd level life drain). — Level 6
Create Undead
Cleric, Warlock, Wizard
Cast Time1 minute
Range10 feet
ComponentsV, S, M (one 150+ GP black onyx stone for each corpse)
DurationInstantaneous
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see "Monsters" for its stat block).
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no l
Other abjuration spells like *healing word* (1st level ranged healing), *cure diseases* (healing specific conditions), *mass cure wounds* (5th level group healing). — Level 1
Cure Wounds
Bard, Cleric, Druid, Paladin, Ranger
Cast TimeAction
RangeTouch
ComponentsV, S
DurationInstantaneous
A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.
Other evocation spells like *light* (cantrip object lighting), *continual flame* (2nd level permanent), *daylight* (3rd level bright illumination). — Cantrip
Dancing Lights
Bard, Sorcerer, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S, M (a bit of phosphorus)
DurationConcentration, up to 1 minute
You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanoid in shape. Eac
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius Sphere for the duration. The darkness spreads around corners. A creature with Darkvision can't see through this darkness, and no light can illuminate it.
Other transmutation spells like *enhance ability* (2nd level sense enhancement), *spider climb* (2nd level movement), *fly* (3rd level flight). — Level 2
Darkvision
Druid, Ranger, Sorcerer, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (either a pinch of dried carrot or an agate)
Duration8 hours
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has Darkvision with a range of 60 feet.
A 60-foot-radius Sphere of bright light spreads outward from a point you choose within range. The Sphere is Bright Light and sheds Dim Light for an additional 60 feet.
Other abjuration spells like *protection from evil and good* (1st level targeted defense), *counterspell* (3rd level spell defense), *stoneskin* (4th level physical defense). — Level 4
Death Ward
Cleric, Paladin
Cast TimeAction
RangeTouch
ComponentsV, S
Duration8 hours
You touch a creature and grant it a measure of protection from death.
Other evocation spells like *fireball* (3rd level instant explosion), *meteor swarm* (9th level multiple explosions), *wall of fire* (4th level area control). — Level 7
Delayed Blast Fireball
Sorcerer, Wizard
Cast TimeAction
Range150 feet
ComponentsV, S, M (a tiny ball of bat guano and sulfur)
DurationConcentration, up to 1 minute
A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your Concentration is broken or because you decide to end it, th
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in eac
For the duration, 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. Similarly, you know if there is a place or object within 30 feet of you that has been m
Other divination spells like *detect evil and good* (1st level supernatural detection), *identify* (1st level item analysis), *locate object* (2nd level specific detection). — Level 1
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic
Other divination spells like *detect magic* (1st level magical detection), *detect evil and good* (1st level supernatural detection), *locate animals or plants* (2nd level creature finding). — Level 1
Detect Poison and Disease
Cleric, Druid, Paladin, Ranger
Cast TimeAction or Ritual
RangeSelf
ComponentsV, S, M (a yew leaf)
DurationConcentration, up to 10 minutes
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
Other conjuration spells like *misty step* (2nd level short teleport), *teleport* (7th level long distance), *gate* (9th level planar travel). — Level 4
Dimension Door
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
Range500 feet
ComponentsV
DurationInstantaneous
You teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "300 feet upward
Other illusion spells like *minor illusion* (cantrip simple effects), *major image* (3rd level visual illusion), *seeming* (5th level group disguise). — Level 1
Disguise Self
Bard, Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S
Duration1 hour
You make yourself-including your clothing, armor, weapons, and other belongings on your person-look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic
Other transmutation spells like *polymorph* (4th level form change), *flesh to stone* (6th level petrification), *wish* (9th level reality alteration). — Level 6
Disintegrate
Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S, M (a lodestone and a pinch of dust)
DurationInstantaneous
A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by Wall of Force.
Other abjuration spells like *protection from evil and good* (1st level single protection), *magic circle* (3rd level area protection), *planar binding* (5th level creature control). — Level 5
Dispel Evil and Good
Cleric, Paladin
Cast TimeAction
RangeSelf
ComponentsV, S, M (powdered silver and iron)
DurationConcentration, up to 1 minute
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.
Other abjuration spells like *counterspell* (3rd level spell prevention), *protection from evil and good* (1st level creature defense), *antimagic field* (8th level magic suppression). — Level 3
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell'
Other enchantment spells like *command* (1st level mind control), *suggestion* (2nd level behavioral influence), *dominate person* (5th level complete control). — Level 1
Dissonant Whispers
Bard
Cast TimeAction
Range60 feet
ComponentsV
DurationInstantaneous
One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far
ComponentsV, S, M (incense worth 25+ GP, which the spell consumes)
DurationInstantaneous
This spell puts you in contact with a god or a god's servants. You ask one question about a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply, which might be a short phrase or cryptic rhyme. The spell doesn't ac
Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
Exclusive paladin spell with no direct school classification - represents channeled divine power. — Level 1
Divine Smite
Paladin
Cast TimeBonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
RangeSelf
ComponentsV
DurationInstantaneous
The target takes an extra 2d8 Radiant damage from the attack. If the target is a Fiend or an Undead, it takes an extra 1d8 Radiant damage.
Other evocation spells like *word of power* series, *sunburst* (8th level radiant damage), *meteor swarm* (9th level ultimate destruction). — Level 7
Divine Word
Cleric
Cast TimeBonus Action
Range30 feet
ComponentsV
DurationInstantaneous
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suf
You attempt to beguile a Beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
Other enchantment spells like *dominate person* (5th level humanoid control), *charm monster* (4th level creature charm), *mass suggestion* (6th level group influence). — Level 8
Dominate Monster
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S
DurationConcentration, up to 1 hour
You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
Other enchantment spells like *charm person* (1st level humanoid charm), *suggestion* (2nd level behavioral influence), *dominate monster* (8th level any creature). — Level 5
Dominate Person
Bard, Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S
DurationConcentration, up to 1 minute
You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
Other transmutation spells like *alter self* (2nd level form change), *polymorph* (4th level creature transformation), *true polymorph* (9th level permanent change). — Level 2
Dragon'S Breath
Sorcerer, Wizard
Cast TimeBonus Action
RangeTouch
ComponentsV, S, M (a hot pepper)
DurationConcentration, up to 1 minute
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the
You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is Incapacitated and has a Speed of 0.
Whispering to the spirits of nature, you create one of the following effects within range.
Other evocation spells like *fireball* (3rd level area damage), *meteor swarm* (9th level ultimate destruction), *sunburst* (8th level radiant area). — Level 8
Earthquake
Cleric, Druid, Sorcerer
Cast TimeAction
Range500 feet
ComponentsV, S, M (a fractured rock)
DurationConcentration, up to 1 minute
Choose a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point. The ground there is Difficult Terrain.
Evocation cantrip representing otherworldly force manifestation. — Cantrip
Eldritch Blast
Warlock
Cast TimeAction
Range120 feet
ComponentsV, S
DurationInstantaneous
You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.
Transmutation cantrip representing fundamental elemental manipulation. — Cantrip
Elementalism
Druid, Sorcerer, Wizard
Cast TimeAction
Range30 feet
ComponentsV, S
DurationInstantaneous
You exert control over the elements, creating one of the following effects within range.
Other transmutation spells like *alter self* (2nd level form change), *enlarge/reduce* (2nd level size change), *polymorph* (4th level creature transformation). — Level 2
Enhance Ability
Bard, Cleric, Druid, Ranger, Sorcerer, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (fur or a feather)
DurationConcentration, up to 1 hour
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
Other transmutation spells like *alter self* (2nd level form change), *enhance ability* (2nd level ability enhancement), *polymorph* (4th level creature transformation). — Level 2
Enlarge Reduce
Bard, Druid, Sorcerer, Wizard
Cast TimeAction
Range30 feet
ComponentsV, S, M (a pinch of powdered iron)
DurationConcentration, up to 1 minute
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution sav
Other conjuration spells like *entangle* (1st level area restraint), *spike growth* (2nd level area control), *conjure animals* (3rd level creature summoning). — Level 1
Ensnaring Strike
Ranger
Cast TimeBonus Action, which you take immediately after hitting a creature with a weapon
RangeSelf
ComponentsV
DurationConcentration, up to 1 minute
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the Restrained condition until the spell ends. On a successful save, the
Other conjuration spells like *ensnaring strike* (1st level single target), *spike growth* (2nd level area hazard), *wall of thorns* (6th level barrier). — Level 1
Entangle
Druid, Ranger
Cast TimeAction
Range90 feet
ComponentsV, S
DurationConcentration, up to 1 minute
Grasping plants sprout from the ground in a 20-foot square within range. For the duration, these plants turn the ground in the area into Difficult Terrain. They disappear when the spell ends.
Other enchantment spells like *charm person* (1st level individual charm), *suggestion* (2nd level behavioral influence), *mass suggestion* (6th level group influence). — Level 2
Enthrall
Bard, Warlock
Cast TimeAction
Range60 feet
ComponentsV, S
DurationConcentration, up to 1 minute
You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target ha
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction. If you move up or down, every foot of movement cos
Other transmutation spells like *longstrider* (1st level speed enhancement), *haste* (3rd level comprehensive enhancement), *freedom of movement* (4th level movement protection). — Level 1
Expeditious Retreat
Sorcerer, Warlock, Wizard
Cast TimeBonus Action
RangeSelf
ComponentsV, S
DurationConcentration, up to 10 minutes
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
Other necromancy spells like *fear* (3rd level frightening), *hold person* (2nd level paralysis), *finger of death* (7th level death magic). — Level 6
Eyebite
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S
DurationConcentration, up to 1 minute
For the duration, your eyes become an inky void. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration.
Transmutation — Level 4
Fabricate
Wizard
Cast Time10 minutes
Range120 feet
ComponentsV, S
DurationInstantaneous
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.
Other evocation spells like *light* (cantrip basic illumination), *daylight* (3rd level bright light), *dancing lights* (cantrip mobile illumination). — Level 1
Faerie Fire
Bard, Druid
Cast TimeAction
Range60 feet
ComponentsV
DurationConcentration, up to 1 minute
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 1
Conjuration — Level 4
Faithful Hound
Wizard
Cast TimeAction
Range30 feet
ComponentsV, S, M (a silver whistle)
Duration8 hours
You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.
Other necromancy spells like *chill touch* (cantrip necrotic damage), *inflict wounds* (1st level damage), *vampiric touch* (3rd level health drain). — Level 1
Each creature in a 30-foot Cone must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration.
Cast TimeReaction, which you take when you or a creature you can see within 60 feet of you falls
Range60 feet
ComponentsV, M (a small feather or piece of down)
Duration1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that
ComponentsV, S, M (burning incense worth 10+ GP, which the spell consumes)
DurationInstantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within rang
Other conjuration spells like *find familiar* (1st level small companion), *conjure animals* (3rd level multiple creatures), *find greater steed* (4th level enhanced mount). — Level 2
Find Steed
Paladin
Cast TimeAction
Range30 feet
ComponentsV, S
DurationInstantaneous
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the Otherworldly Steed stat block. If you already have a steed from this spell, the steed is replaced by the new one
ComponentsV, S, M (a set of divination tools-such as cards or runes-worth 100+ GP)
DurationConcentration, up to 1 day
You magically sense the most direct physical route to a location you name. You must be familiar with the location, and the spell fails if you name a destination on another plane of existence, a moving destination (such as a mobile fortress), or an un
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or
Other necromancy spells like *inflict wounds* (1st level touch damage), *harm* (6th level necrotic damage), *circle of death* (6th level area necromancy). — Level 7
Finger Of Death
Sorcerer, Warlock, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S
DurationInstantaneous
You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8+30 Necrotic damage on a failed save or half as much damage on a successful one.
Other evocation cantrips like *ray of frost* (cantrip cold damage), *sacred flame* (cantrip radiant damage), *eldritch blast* (cantrip force damage). — Cantrip
Fire Bolt
Sorcerer, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S
DurationInstantaneous
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried.
Other evocation spells like *burning hands* (1st level fire damage), *fireball* (3rd level area fire), *wall of fire* (4th level fire barrier). — Level 4
Fire Shield
Druid, Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S, M (a bit of phosphorus or a firefly)
Duration10 minutes
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Evocation — Level 7
Fire Storm
Cleric, Druid, Sorcerer
Cast TimeAction
Range150 feet
ComponentsV, S
DurationInstantaneous
A storm of fire appears within range. The area of the storm consists of up to ten 10-foot Cubes, which you arrange as you like. Each Cube must be contiguous with at least one other Cube. Each creature in the area makes a Dexterity saving throw, takin
Other evocation spells like *magic missile* (1st level guaranteed damage), *lightning bolt* (3rd level line damage), *meteor swarm* (9th level ultimate area damage). — Level 3
Fireball
Sorcerer, Wizard
Cast TimeAction
Range150 feet
ComponentsV, S, M (a ball of bat guano and sulfur)
DurationInstantaneous
A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a
Evocation — Level 2
Flame Blade
Druid, Sorcerer
Cast TimeBonus Action
RangeSelf
ComponentsV, S, M (a sumac leaf)
DurationConcentration, up to 10 minutes
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
Evocation — Level 5
Flame Strike
Cleric
Cast TimeAction
Range60 feet
ComponentsV, S, M (a pinch of sulfur)
DurationInstantaneous
A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or hal
Other conjuration spells like *spiritual weapon* (2nd level mobile force), *call lightning* (3rd level mobile storm), *conjure animals* (3rd level creature summoning). — Level 2
Flaming Sphere
Druid, Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S, M (a ball of wax)
DurationConcentration, up to 1 minute
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed s
Transmutation — Level 6
Flesh to Stone
Druid, Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S, M (a cockatrice feather)
DurationConcentration, up to 1 minute
You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your
Conjuration — Level 1
Floating Disk
Wizard
Cast TimeAction or Ritual
Range30 feet
ComponentsV, S, M (a drop of mercury)
Duration1 hour
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up
You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Other conjuration spells like *minor illusion* (cantrip simple concealment), *darkness* (2nd level magical darkness), *wall of fog* (variant area concealment). — Level 1
Fog Cloud
Druid, Ranger, Sorcerer, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S
DurationConcentration, up to 1 hour
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.
Other abjuration spells like *private sanctum* (4th level area protection), *guards and wards* (6th level comprehensive protection), *symbol* (7th level triggered protection). — Level 6
Forbiddance
Cleric
Cast Time10 minutes or Ritual
RangeTouch
ComponentsV, S, M (ruby dust worth 1,000+ GP)
Duration1 day
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, t
Other evocation spells like *wall of force* (5th level force barrier), *resilient sphere* (4th level single containment), *prismatic wall* (9th level ultimate barrier). — Level 7
Forcecage
Bard, Warlock, Wizard
Cast TimeAction
Range100 feet
ComponentsV, S, M (ruby dust worth 1,500+ GP, which the spell consumes)
DurationConcentration, up to 1 hour
An immobile, Invisible, Cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose.
You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target has Advantage on D20 Tests, and other creatures have Disadvantage on attack rolls against it. The spell ends early if you cast it
Other abjuration spells like *protection from evil and good* (1st level condition immunity), *lesser restoration* (2nd level condition removal), *greater restoration* (5th level comprehensive restoration). — Level 4
Freedom Of Movement
Bard, Cleric, Druid, Ranger
Cast TimeAction
RangeTouch
ComponentsV, S, M (a leather strap)
Duration1 hour
You touch a willing creature. For the duration, the target's movement is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce the target's Speed nor cause the target to have the Paralyzed or Restrained conditions.
Other evocation spells like *fireball* (3rd level fire explosion), *lightning bolt* (3rd level line damage), *meteor swarm* (9th level ultimate area). — Level 6
Freezing Sphere
Sorcerer, Wizard
Cast TimeAction
Range300 feet
ComponentsV, S, M (a miniature crystal sphere)
DurationInstantaneous
A frigid globe streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius Sphere. Each creature in that area makes a Constitution saving throw, taking 10d6 Cold damage on failed save or half as much damage on a suc
A willing creature you touch shape-shifts, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends on the target if it drops to 0 Hit Points or if it takes a Magic action to end the spell on itself.
Conjuration — Level 9
Gate
Cleric, Sorcerer, Warlock, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S, M (a diamond worth 5,000+ GP)
DurationConcentration, up to 1 minute
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any directi
Enchantment — Level 5
Geas
Bard, Cleric, Druid, Paladin, Wizard
Cast Time1 minute
Range60 feet
ComponentsV
Duration30 days
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the Charmed conditi
Necromancy — Level 2
Gentle Repose
Cleric, Paladin, Wizard
Cast TimeAction or Ritual
RangeTouch
ComponentsV, S, M (2 Copper Pieces, which the spell consumes)
Duration10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead.
Conjuration — Level 4
Giant Insect
Druid
Cast TimeAction
Range60 feet
ComponentsV, S
DurationConcentration, up to 10 minutes
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose determines certain details in its stat block. The c
Transmutation — Level 8
Glibness
Bard, Warlock
Cast TimeAction
RangeSelf
ComponentsV
Duration1 hour
Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Abjuration — Level 6
Globe Of Invulnerability
Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S, M (a glass bead)
DurationConcentration, up to 1 minute
An immobile, shimmering barrier appears in a 10-foot Emanation around you and remains for the duration.
Abjuration — Level 3
Glyph Of Warding
Bard, Cleric, Wizard
Cast Time1 hour
RangeTouch
ComponentsV, S, M (powdered diamond worth 200+ GP, which the spell consumes)
DurationUntil dispelled or triggered
You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area
Conjuration — Level 1
Goodberry
Druid, Ranger
Cast TimeAction
RangeSelf
ComponentsV, S, M (a sprig of mistletoe)
Duration24 hours
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.
Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.
Illusion — Level 4
Greater Invisibility
Bard, Sorcerer, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S
DurationConcentration, up to 1 minute
A creature you touch has the Invisible condition until the spell ends.
Abjuration — Level 5
Greater Restoration
Bard, Cleric, Druid, Paladin, Ranger
Cast TimeAction
RangeTouch
ComponentsV, S, M (diamond dust worth 100+ GP, which the spell consumes)
DurationInstantaneous
You touch a creature and magically remove one of the following effects from it:
Conjuration — Level 4
Guardian Of Faith
Cleric
Cast TimeAction
Range30 feet
ComponentsV
Duration8 hours
A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form appropriate for your deity or pantheon.
Abjuration — Level 6
Guards and Wards
Bard, Wizard
Cast Time1 hour
RangeTouch
ComponentsV, S, M (a silver rod worth 10+ GP)
Duration24 hours
You create a ward that protects up to 2,500 square feet of floor space. The warded area can be up to 20 feet tall, and you shape it as one 50-foot square, one hundred 5-foot squares that are contiguous, or twenty-five 10-foot squares that are contigu
Other divination cantrips like *minor illusion* (cantrip utility), other divination spells like *enhance ability* (2nd level ability enhancement), *augury* (2nd level guidance). — Cantrip
Guidance
Cleric, Druid
Cast TimeAction
RangeTouch
ComponentsV, S
DurationConcentration, up to 1 minute
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Evocation — Level 2
Gust Of Wind
Druid, Ranger, Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S, M (a legume seed)
DurationConcentration, up to 1 minute
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A
Abjuration — Level 5
Hallow
Cleric
Cast Time24 hours
RangeTouch
ComponentsV, S, M (incense worth 1,000+ GP, which the spell consumes)
DurationUntil dispelled
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of Hallow. The affected area has the following effects.
Illusion — Level 4
Hallucinatory Terrain
Bard, Druid, Warlock, Wizard
Cast Time10 minutes
Range300 feet
ComponentsV, S, M (a mushroom)
Duration24 hours
You make natural terrain in a 150-foot Cube in range look, sound, and smell like another sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can b
Necromancy — Level 6
Harm
Cleric
Cast TimeAction
Range60 feet
ComponentsV, S
DurationInstantaneous
You unleash virulent magic on a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 14d6 Necrotic damage, and its Hit Point maximum is reduced by an amount equal to the Necrotic damage it took.
Transmutation — Level 3
Haste
Sorcerer, Wizard
Cast TimeAction
Range30 feet
ComponentsV, S, M (a shaving of licorice root)
DurationConcentration, up to 1 minute
Choose a willing creature that you can see within range. Until the spell ends, the target's Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. Tha
Abjuration — Level 6
Heal
Cleric, Druid
Cast TimeAction
Range60 feet
ComponentsV, S
DurationInstantaneous
Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.
Abjuration — Level 1
Healing Word
Bard, Cleric, Druid
Cast TimeBonus Action
Range60 feet
ComponentsV
DurationInstantaneous
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
Transmutation — Level 2
Heat Metal
Bard, Druid
Cast TimeAction
Range60 feet
ComponentsV, S, M (a piece of iron and a flame)
DurationConcentration, up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you
Evocation — Level 1
Hellish Rebuke
Warlock
Cast TimeReaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself
Range60 feet
ComponentsV, S
DurationInstantaneous
The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
Conjuration — Level 6
Heroes' Feast
Bard, Cleric, Druid
Cast Time10 minutes
RangeSelf
ComponentsV, S, M (a gem-encrusted bowl worth 1,000+ GP, which the spell consumes)
DurationThe 24-hour duration begins after the full hour of consumption, not when casting begins. Plan accordingly to ensure benefits are active during expected encounters or challenges.
You conjure a feast that appears on a surface in an unoccupied 10-foot Cube next to you. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures
Enchantment — Level 1
Heroism
Bard, Paladin
Cast TimeAction
RangeTouch
ComponentsV, S
DurationConcentration, up to 1 minute
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
Enchantment — Level 1
Hex
Warlock
Cast TimeBonus Action
Range90 feet
ComponentsV, S, M (the petrified eye of a newt)
DurationConcentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadva
Enchantment — Level 1
Hideous Laughter
Bard, Warlock, Wizard
Cast TimeAction
Range30 feet
ComponentsV, S, M (a tart and a feather)
DurationConcentration, up to 1 minute
One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the Prone and Incapacitated conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it ca
Enchantment — Level 5
Hold Monster
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
Range90 feet
ComponentsV, S, M (a straight piece of iron)
DurationConcentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Enchantment — Level 2
Hold Person
Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S, M (a straight piece of iron)
DurationConcentration, up to 1 minute
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Abjuration — Level 8
Holy Aura
Cleric
Cast TimeAction
RangeSelf
ComponentsV, S, M (a reliquary worth 1,000+ GP)
DurationConcentration, up to 1 minute
For the duration, you emit an aura in a 30-foot Emanation. While in the aura, creatures of your choice have Advantage on all saving throws, and other creatures have Disadvantage on attack rolls against them. In addition, when a Fiend or an Undead hit
Divination — Level 1
Hunter's Mark
Ranger
Cast TimeBonus Action
RangeWhen the marked target dies, you can immediately mark a new creature within range, maintaining damage enhancement throughout complex encounters with multiple phases or waves of enemies.
ComponentsV
DurationConcentration, up to 1 hour
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) ch
Illusion — Level 3
Hypnotic Pattern
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
Range120 feet
ComponentsS, M (a pinch of confetti)
DurationThe pattern appears and vanishes quickly, but the Charmed and Incapacitated conditions last for the full duration. The visual effect is brief while the mental effect persists.
You create a twisting pattern of colors in a 30-foot Cube within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the durat
Conjuration — Level 1
Ice Knife
Druid, Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsThe simple component requirement makes Ice Knife highly accessible. A drop of water or piece of ice can be obtained virtually anywhere, ensuring consistent spell availability.
DurationInstantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of i
Evocation — Level 4
Ice Storm
Druid, Sorcerer, Wizard
Cast TimeAction
Range300 feet
ComponentsV, S, M (a mitten)
DurationThe difficult terrain lasts until the end of your next turn, creating temporary battlefield control that affects movement but doesn't persist long-term. Plan encounter flow accordingly.
Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage
Divination — Level 1
Identify
Bard, Wizard
Cast Time1 minute or Ritual
RangeTouch
ComponentsV, S, M (a pearl worth 100+ GP)
DurationInstantaneous
You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any o
Illusion — Level 1
Illusory Script
Bard, Warlock, Wizard
Cast Time1 minute or Ritual
RangeTouch
ComponentsS, M (ink worth 10+ GP, which the spell consumes)
Duration10 days
You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and c
Abjuration — Level 9
Imprisonment
Warlock, Wizard
Cast Time1 minute
Range30 feet
ComponentsV, S, M (a statuette of the target worth 5,000+ GP)
DurationUntil dispelled
You create a magical restraint to hold a creature that you can see within range. The target must make a Wisdom saving throw. On a successful save, the target is unaffected, and it is immune to this spell for the next 24 hours. On a failed save, the t
Conjuration — Level 8
Incendiary Cloud
Druid, Sorcerer, Wizard
Cast TimeAction
Range150 feet
ComponentsV, S
DurationConcentration, up to 1 minute
A swirling cloud of embers and smoke fills a 20-foot-radius Sphere centered on a point within range. The cloud's area is Heavily Obscured. It lasts for the duration or until a strong wind (like that created by Gust of Wind) disperses it.
Necromancy — Level 1
Inflict Wounds
Cleric
Cast TimeAction
RangeTouch
ComponentsV, S
DurationInstantaneous
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
Conjuration — Cantrip
Insect Plague
Cleric, Druid, Sorcerer
Cast TimeAction
Range300 feet
ComponentsV, S, M (a locust)
DurationConcentration, up to 10 minutes
Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.
Conjuration — Level 6
Instant Summons
Wizard
Cast Time1 minute or Ritual
RangeTouch
ComponentsV, S, M (a sapphire worth 1,000+ GP)
DurationUntil dispelled
You touch the sapphire used in the casting and an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an Invisible mark on that object and invisibly inscribes the object's name on the sapphire. Each time you
Illusion — Level 2
Invisibility
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (an eyelash in gum arabic)
DurationConcentration, up to 1 hour
A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
Enchantment — Level 6
Irresistible Dance
Bard, Wizard
Cast TimeAction
Range30 feet
ComponentsV
DurationConcentration, up to 1 minute
One creature that you can see within range must make a Wisdom saving throw. On a successful save, the target dances comically until the end of its next turn, during which it must spend all its movement to dance in place.
Transmutation — Level 1
Jump
Druid, Ranger, Sorcerer, Wizard
Cast TimeBonus Action
RangeTouch
ComponentsV, S, M (a grasshopper's hind leg)
Duration1 minute
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
Transmutation — Level 2
Knock
Bard, Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV
DurationThe 10-minute suppression of Arcane Lock provides a limited window for access before magical security reactivates automatically.
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
Divination — Level 5
Legend Lore
Bard, Cleric, Wizard
Cast Time10 minutes
RangeSelf
ComponentsV, S, M (incense worth 250+ GP, which the spell consumes, and four ivory strips worth 50+ GP each)
DurationInstantaneous
Name or describe a famous person, place, or object. The spell brings to your mind a brief summary of the significant lore about that famous thing, as described by the GM.
Abjuration — Level 2
Lesser Restoration
Bard, Cleric, Druid, Paladin, Ranger
Cast TimeBonus Action
RangeTouch
ComponentsV, S
DurationInstantaneous
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Transmutation — Level 2
Levitate
Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsUnlike consumable components, the spring can be reused indefinitely, making Levitate economically sustainable for regular casting without ongoing component costs.
DurationConcentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds
Evocation — Cantrip
Light
Bard, Cleric, Sorcerer, Wizard
Cast TimeAction
RangeTouch
ComponentsV, M (a firefly or phosphorescent moss)
Duration1 hour
You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the 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.
Evocation — Level 3
Lightning Bolt
Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S, M (a bit of fur and a crystal rod)
DurationInstantaneous
A stroke of lightning forming a 100-foot-long, 5-foot-wide Line blasts out from you in a direction you choose. Each creature in the Line makes a Dexterity saving throw, taking 8d6 Lightning damage on a failed save or half as much damage on a successf
Divination — Level 2
Locate Animals or Plants
Bard, Druid, Ranger
Cast TimeAction or Ritual
RangeSelf
ComponentsV, S, M (fur from a bloodhound)
DurationInstantaneous
Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
Divination — Level 4
Locate Creature
Bard, Cleric, Druid, Paladin, Ranger, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S, M (fur from a bloodhound)
DurationThe 1-hour concentration duration allows extended tracking but competes with other concentration spells during tactical situations.
Describe or name a creature that is familiar to you. You sense the direction to the creature's location if that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.
Divination — Level 2
Locate Object
Bard, Cleric, Druid, Paladin, Ranger, Wizard
Cast TimeAction
RangeSelf
ComponentsThe twig component can be obtained from most tree species, making it readily available in natural environments without specialized acquisition requirements.
DurationThe 10-minute concentration allows thorough searches but competes with other concentration spells during tactical situations requiring magical enhancement.
Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
Transmutation — Level 1
Longstrider
Bard, Druid, Ranger, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (a pinch of dirt)
Duration1 hour
You touch a creature. The target's Speed increases by 10 feet until the spell ends.
Abjuration — Level 1
Mage Armor
Sorcerer, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (a piece of cured leather)
Duration8 hours
You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
## Tactical Usage
Conjuration — Cantrip
Mage Hand
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
Range30 feet
ComponentsV, S
Duration1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
Abjuration — Level 3
Magic Circle
Cleric, Paladin, Warlock, Wizard
Cast Time1 minute
Range10 feet
ComponentsV, S, M (salt and powdered silver worth 100+ GP, which the spell consumes)
Duration1 hour
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the floor or other surface.
Necromancy — Level 6
Magic Jar
Wizard
Cast Time1 minute
RangeSelf
ComponentsV, S, M (a gem, crystal, or reliquary worth 500+ GP)
DurationUntil dispelled
Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's Material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. Yo
Evocation — Level 1
Magic Missile
Sorcerer, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S
DurationInstantaneous
You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creat
Illusion — Level 2
Magic Mouth
Bard, Wizard
Cast Time1 minute or Ritual
Range30 feet
ComponentsV, S, M (jade dust worth 10+ GP, which the spell consumes)
DurationUntil dispelled
You implant a message within an object in range-a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or f
Transmutation — Level 2
Magic Weapon
Paladin, Ranger, Sorcerer, Wizard
Cast TimeBonus Action
RangeTouch
ComponentsV, S
Duration1 hour
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
Conjuration — Level 7
Magnificent Mansion
Bard, Wizard
Cast Time1 minute
Range300 feet
ComponentsV, S, M (a miniature door worth 15+ GP)
Duration24 hours
You conjure a shimmering door in range that lasts for the duration. The door leads to an extradimensional dwelling and is 5 feet wide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling
Illusion — Level 3
Major Image
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S, M (a bit of fleece)
DurationConcentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot Cube. The image appears at a spot that you can see within range and lasts for the duration. It seems real, including sounds, smells, and
Abjuration — Level 5
Mass Cure Wounds
Bard, Cleric, Druid
Cast TimeAction
Range60 feet
ComponentsV, S
DurationInstantaneous
A wave of healing energy washes out from a point you can see within range. Choose up to six creatures in a 30-foot-radius Sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your spellcasting ability modifier.
Abjuration — Level 9
Mass Heal
Cleric
Cast TimeAction
Range60 feet
ComponentsV, S
DurationInstantaneous
A flood of healing energy flows from you into creatures around you. You restore up to 700 Hit Points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell also have the Blinded, Deafened, a
Abjuration — Level 3
Mass Healing Word
Bard, Cleric
Cast TimeBonus Action
Range60 feet
ComponentsV
DurationInstantaneous
Up to six creatures of your choice that you can see within range regain Hit Points equal to 2d4 plus your spellcasting ability modifier.
Enchantment — Level 6
Mass Suggestion
Bard, Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, M (a snake's tongue)
Duration24 hours
You suggest a course of activity-described in no more than 25 words-to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage
Conjuration — Level 8
Maze
Wizard
Cast TimeAction
Range60 feet
ComponentsV, S
DurationConcentration, up to 10 minutes
You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze.
Transmutation — Level 3
Meld into Stone
Cleric, Druid, Ranger
Cast TimeAction or Ritual
RangeTouch
ComponentsV, S
Duration8 hours
You step into a stone object or surface large enough to fully contain your body, merging yourself and your equipment with the stone for the duration. You must touch the stone to do so. Nothing of your presence remains visible or otherwise detectable
Transmutation — Cantrip
Mending
Bard, Cleric, Druid, Sorcerer, Wizard
Cast Time1 minute
RangeTouch
ComponentsV, S, M (two lodestones)
DurationInstantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leavi
Transmutation — Cantrip
Message
Bard, Druid, Sorcerer, Wizard
Cast TimeAction
Range120 feet
ComponentsS, M (a copper wire)
Duration1 round
You point toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
Evocation — Level 9
Meteor Swarm
Sorcerer, Wizard
Cast TimeAction
Range1 mile
ComponentsV, S
DurationInstantaneous
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw. A creature takes 20d6 Fire damage and 20d6 Bludgeo
Abjuration — Level 8
Mind Blank
Bard, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S
Duration24 hours
Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment, read its thoughts, or magically detect its location,
Divination — Level 2
Mind Spike
Sorcerer, Warlock, Wizard
Cast TimeAction
Range120 feet
ComponentsS
DurationConcentration, up to 1 hour
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also alwa
Illusion — Cantrip
Minor Illusion
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
Range30 feet
ComponentsS, M (a bit of fleece)
Duration1 minute
You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again.
Illusion — Level 7
Mirage Arcane
Bard, Druid, Wizard
Cast Time10 minutes
RangeSight
ComponentsV, S
Duration10 days
You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other rough or impassable terrain. A pond can be made
Illusion — Level 2
Mirror Image
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S
Duration1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.
Illusion — Level 5
Mislead
Bard, Warlock, Wizard
Cast TimeAction
RangeSelf
ComponentsS
DurationConcentration, up to 1 hour
You gain the Invisible condition at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends immediately after you make an attack roll, deal damage, or cast a spell.
Conjuration — Level 2
Misty Step
Sorcerer, Warlock, Wizard
Cast TimeBonus Action
RangeSelf
ComponentsV
DurationInstantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
## Tactical Usage
Enchantment — Level 5
Modify Memory
Bard, Wizard
Cast TimeAction
Range30 feet
ComponentsV, S
DurationConcentration, up to 1 minute
You attempt to reshape another creature's memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a failed save, the target has the Charmed condition for the
Evocation — Level 2
Moonbeam
Druid
Cast TimeAction
Range120 feet
ComponentsV, S, M (a moonseed leaf)
DurationConcentration, up to 1 minute
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet
Transmutation — Level 6
Move Earth
Druid, Sorcerer, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S, M (a miniature shovel)
DurationConcentration, up to 2 hours
Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, or clay in the area in any manner you choose for the duration. You can raise or lower the area's elevation, create or fill in a trench, erect or flat
Abjuration — Level 3
Nondetection
Bard, Ranger, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (a pinch of diamond dust worth 25+ GP, which the spell consumes)
Duration8 hours
For the duration, you hide a target that you touch from Divination spells. The target can be a willing creature, or it can be a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any Divination spell or percei
Abjuration — Level 2
Pass without Trace
Druid, Ranger
Cast TimeAction
RangeSelf
ComponentsV, S, M (ashes from burned mistletoe)
DurationConcentration, up to 1 hour
You radiate a concealing aura in a 30-foot Emanation for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
## Tactical Usage
Transmutation — Level 5
Passwall
Wizard
Cast TimeAction
Range30 feet
ComponentsV, S, M (a pinch of sesame seeds)
Duration1 hour
A passage appears at a point that you can see on a wooden, plaster, or stone surface (such as a wall, ceiling, or floor) within range and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. T
Illusion — Level 2
Phantasmal Force
Bard, Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S, M (a bit of fleece)
DurationConcentration, up to 1 minute
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube
Illusion — Level 4
Phantasmal Killer
Bard, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S
DurationConcentration, up to 1 minute
You tap into the nightmares of a creature you can see within range and create an illusion of its deepest fears, visible only to that creature. The target makes a Wisdom saving throw. On a failed save, the target takes 4d10 Psychic damage and has Disa
Illusion — Level 3
Phantom Steed
Wizard
Cast Time1 minute or Ritual
Range30 feet
ComponentsV, S
Duration1 hour
A Large, quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, and it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanis
Conjuration — Level 6
Planar Ally
Cleric
Cast Time10 minutes
Range60 feet
ComponentsV, S
DurationInstantaneous
You beseech an otherworldly entity for aid. The being must be known to you: a god, a demon prince, or some other being of cosmic power. That entity sends a Celestial, an Elemental, or a Fiend loyal to it to aid you, making the creature appear in an u
Abjuration — Level 5
Planar Binding
Bard, Cleric, Druid, Warlock, Wizard
Cast Time1 hour
Range60 feet
ComponentsV, S, M (a jewel worth 1,000+ GP, which the spell consumes)
Duration24 hours
You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of the inverted version of the Magic C
Conjuration — Level 7
Plane Shift
Cleric, Druid, Sorcerer, Warlock, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (a forked, metal rod worth 250+ GP and attuned to a plane of existence)
DurationInstantaneous
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as a specific city on the Elemental Plane of Fire or palace on the second
Transmutation — Level 3
Plant Growth
Bard, Druid, Ranger
Cast TimeAction (Overgrowth) or 8 hours (Enrichment)
Range150 feet
ComponentsV, S
DurationInstantaneous
This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.
Necromancy — Cantrip
Poison Spray
Druid, Sorcerer, Warlock, Wizard
Cast TimeAction
Range30 feet
ComponentsV, S
DurationInstantaneous
You spray toxic mist at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 Poison damage.
Transmutation — Level 4
Polymorph
Bard, Druid, Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S, M (a caterpillar cocoon)
DurationConcentration, up to 1 hour
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into a Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equa
Enchantment — Level 9
Power Word Heal
Bard, Cleric
Cast TimeAction
Range60 feet
ComponentsV
DurationInstantaneous
A wave of healing energy washes over one creature you can see within range. The target regains all its Hit Points. If the creature has the Charmed, Frightened, Paralyzed, Poisoned, or Stunned condition, the condition ends. If the creature has the Pro
Enchantment — Level 9
Power Word Kill
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
Range60 feet
ComponentsV
DurationInstantaneous
You compel one creature you can see within range to die. If the target has 100 Hit Points or fewer, it dies. Otherwise, it takes 12d12 Psychic damage.
## Tactical Usage
Enchantment — Level 8
Power Word Stun
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
Range60 feet
ComponentsV
DurationInstantaneous
You overwhelm the mind of one creature you can see within range. If the target has 150 Hit Points or fewer, it has the Stunned condition. Otherwise, its Speed is 0 until the start of your next turn.
Abjuration — Level 2
Prayer Of Healing
Cleric, Paladin
Cast Time10 minutes
Range30 feet
ComponentsV
DurationInstantaneous
Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.
Transmutation — Cantrip
Prestidigitation
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
Range10 feet
ComponentsV, S
DurationUp to 1 hour
You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time.
Evocation — Level 7
Prismatic Spray
Bard, Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S
DurationInstantaneous
Eight rays of light flash from you in a 60-foot Cone. Each creature in the Cone makes a Dexterity saving throw. For each target, roll 1d8 to determine which color ray affects it, consulting the Prismatic Rays table.
Abjuration — Level 9
Prismatic Wall
Bard, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S
Duration10 minutes
A shimmering, multicolored plane of light forms a vertical opaque wall-up to 90 feet long, 30 feet high, and 1 inch thick-centered on a point within range. Alternatively, you shape the wall into a globe up to 30 feet in diameter centered on a point w
Abjuration — Level 4
Private Sanctum
Wizard
Cast Time10 minutes
Range120 feet
ComponentsV, S, M (a thin sheet of lead)
Duration24 hours
You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
Conjuration — Cantrip
Produce Flame
Druid
Cast TimeBonus Action
RangeSelf
ComponentsV, S
Duration10 minutes
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The spell ends if you cast it
Illusion — Level 6
Programmed Illusion
Bard, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S, M (jade dust worth 25+ GP)
DurationUntil dispelled
You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific trigger occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot Cube, and you decide when you
Illusion — Level 7
Project Image
Bard, Wizard
Cast TimeAction
Range500 miles
ComponentsV, S, M (a statuette of yourself worth 5+ GP)
DurationConcentration, up to 1 day
You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you, but it is intangible. If the
Abjuration — Level 3
Protection from Energy
Cleric, Druid, Ranger, Sorcerer, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S
DurationConcentration, up to 1 hour
For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
## Tactical Usage
Abjuration — Level 1
Protection from Evil and Good
Cleric, Druid, Paladin, Warlock, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (a flask of Holy Water worth 25+ GP, which the spell consumes)
DurationConcentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rol
Abjuration — Level 2
Protection from Poison
Cleric, Druid, Paladin, Ranger
Cast TimeAction
RangeTouch
ComponentsV, S
Duration1 hour
You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.
## Tactical Usage
Transmutation — Level 1
Purify Food and Drink
Cleric, Druid, Paladin
Cast TimeAction or Ritual
Range10 feet
ComponentsV, S
DurationInstantaneous
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
## Tactical Usage
Necromancy — Level 5
Raise Dead
Bard, Cleric, Paladin
Cast Time1 hour
RangeTouch
ComponentsV, S, M (a diamond worth 500+ GP, which the spell consumes)
DurationInstantaneous
With a touch, you revive a dead creature if it has been dead no longer than 10 days and it wasn't Undead when it died.
Necromancy — Level 2
Ray Of Enfeeblement
Warlock, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S
DurationConcentration, up to 1 minute
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.
Evocation — Cantrip
Ray Of Frost
Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S
DurationInstantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 Cold damage, and its Speed is reduced by 10 feet until the start of your next turn.
Necromancy — Level 1
Ray Of Sickness
Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S
DurationInstantaneous
You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the Poisoned condition until the end of your next turn.
Transmutation — Level 7
Regenerate
Bard, Cleric, Druid
Cast Time1 minute
RangeTouch
ComponentsV, S, M (a prayer wheel)
Duration1 hour
A creature you touch regains 4d8+15 Hit Points. For the duration, the target regains 1 Hit Point at the start of each of its turns, and any severed body parts regrow after 2 minutes.
## Tactical Usage
Necromancy — Level 5
Reincarnate
Druid
Cast Time1 hour
RangeTouch
ComponentsV, S, M (rare oils worth 1,000+ GP, which the spell consumes)
DurationInstantaneous
You touch a dead Humanoid or a piece of one. If the creature has been dead no longer than 10 days, the spell forms a new body for it and calls the soul to enter that body. Roll 1d10 and consult the table below to determine the body's species, or the
Abjuration — Level 3
Remove Curse
Cleric, Paladin, Warlock, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S
DurationInstantaneous
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.
## Tactical Usage
Abjuration — Level 4
Resilient Sphere
Wizard
Cast TimeAction
Range30 feet
ComponentsV, S, M (a glass sphere)
DurationConcentration, up to 1 minute
A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be enclosed for the duration.
Abjuration — Cantrip
Resistance
Cleric, Druid
Cast TimeAction
RangeTouch
ComponentsV, S
DurationConcentration, up to 1 minute
You touch a willing creature and choose a damage type: Acid, Bludgeoning, Cold, Fire, Lightning, Necrotic, Piercing, Poison, Radiant, Slashing, or Thunder. When the creature takes damage of the chosen type before the spell ends, the creature reduces
Necromancy — Level 7
Resurrection
Bard, Cleric
Cast Time1 hour
RangeTouch
ComponentsV, S, M (a diamond worth 1,000+ GP, which the spell consumes)
DurationInstantaneous
With a touch, you revive a dead creature that has been dead for no more than a century, didn't die of old age, and wasn't Undead when it died.
The creature returns to life with all its Hit Points. This spell also neutralizes any poisons that affected
Transmutation — Level 7
Reverse Gravity
Druid, Sorcerer, Wizard
Cast TimeAction
Range100 feet
ComponentsV, S, M (a lodestone and iron filings)
DurationConcentration, up to 1 minute
This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects in that area that aren't anchored to the ground fall upward and reach the top of the cylinder. A creature can make a D
Necromancy — Level 3
Revivify
Cleric, Druid, Paladin, Ranger
Cast TimeAction
RangeTouch
ComponentsV, S, M (a diamond worth 300+ GP, which the spell consumes)
DurationInstantaneous
You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.
## Tactical Usage
Transmutation — Level 2
Rope Trick
Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (a segment of rope)
Duration1 hour
You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell
Evocation — Cantrip
Sacred Flame
Cleric
Cast TimeAction
Range60 feet
ComponentsV, S
DurationInstantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save.
Abjuration — Level 1
Sanctuary
Cleric
Cast TimeBonus Action
Range30 feet
ComponentsV, S, M (a shard of glass from a mirror)
Duration1 minute
You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell d
Evocation — Level 2
Scorching Ray
Sorcerer, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S
DurationInstantaneous
You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Divination — Level 5
Scrying
Bard, Cleric, Druid, Warlock, Wizard
Cast Time10 minutes
RangeSelf
ComponentsV, S, M (a focus worth 1,000+ GP, such as a crystal ball, mirror, or water-filled font)
DurationConcentration, up to 10 minutes
You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to
Evocation — Level 1
Searing Smite
Paladin
Cast TimeBonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
RangeSelf
ComponentsV
Duration1 minute
As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a
Conjuration — Level 4
Secret Chest
Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP)
DurationUntil dispelled
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 fe
Divination — Level 2
See Invisibility
Bard, Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S, M (a pinch of talc)
Duration1 hour
For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
## Tactical Usage
Illusion — Level 5
Seeming
Bard, Sorcerer, Wizard
Cast TimeAction
Range30 feet
ComponentsV, S
Duration8 hours
You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
Divination — Level 3
Sending
Bard, Cleric, Wizard
Cast TimeAction
RangeUnlimited
ComponentsV, S, M (a copper wire)
DurationInstantaneous
You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner
Transmutation — Level 7
Sequester
Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (gem dust worth 5,000+ GP, which the spell consumes)
DurationUntil dispelled
With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can't be targeted by Divination spells, detected by magic, or viewed remotely with magic.
Transmutation — Level 9
Shapechange
Druid, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S, M (a jade circlet worth 1,500+ GP)
DurationConcentration, up to 1 hour
You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You m
Evocation — Level 2
Shatter
Bard, Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S, M (a chip of mica)
DurationInstantaneous
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construc
Abjuration — Level 1
Shield
Sorcerer, Wizard
Cast TimeReaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell
RangeSelf
ComponentsV, S
Duration1 round
An imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
## Tactical Usage
Abjuration — Level 1
Shield Of Faith
Cleric, Paladin
Cast TimeBonus Action
Range60 feet
ComponentsV, S, M (a prayer scroll)
DurationConcentration, up to 10 minutes
A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
## Tactical Usage
Transmutation — Cantrip
Shillelagh
Druid
Cast TimeBonus Action
RangeSelf
ComponentsV, S, M (mistletoe)
Duration1 minute
A Club or Quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes
Transmutation — Level 2
Shining Smite
Paladin
Cast TimeBonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
RangeSelf
ComponentsV
DurationConcentration, up to 1 minute
The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.
Evocation — Cantrip
Shocking Grasp
Sorcerer, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S
DurationInstantaneous
Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can't make Opportunity Attacks until the start of its next turn.
Illusion — Level 2
Silence
Bard, Cleric, Ranger
Cast TimeAction or Ritual
Range120 feet
ComponentsV, S
DurationConcentration, up to 10 minutes
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere has Immunity to Thunder damage, and creatures have the Deafened co
Illusion — Level 1
Silent Image
Bard, Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S, M (a bit of fleece)
DurationConcentration, up to 10 minutes
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, sme
Illusion — Level 7
Simulacrum
Wizard
Cast Time12 hours
RangeTouch
ComponentsV, S, M (powdered ruby worth 1,500+ GP, which the spell consumes)
DurationUntil dispelled
You create a simulacrum of one Beast or Humanoid that is within 10 feet of you for the entire casting of the spell. You finish the casting by touching both the creature and a pile of ice or snow that is the same size as that creature, and the pile tu
Enchantment — Level 1
Sleep
Bard, Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S, M (a pinch of sand or rose petals)
DurationConcentration, up to 1 minute
Each creature of your choice in a 5-foot-radius sphere centered on a point within range must succeed on a Wisdom saving throw or have the Incapacitated condition until the end of its next turn, at which point it must repeat the save. If the target fa
Conjuration — Level 3
Sleet Storm
Druid, Sorcerer, Wizard
Cast TimeAction
Range150 feet
ComponentsV, S, M (a miniature umbrella)
DurationConcentration, up to 1 minute
Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.
Transmutation — Level 3
Slow
Bard, Sorcerer, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S, M (a drop of molasses)
DurationConcentration, up to 1 minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
Evocation — Cantrip
Sorcerous Burst
Sorcerer
Cast TimeAction
Range120 feet
ComponentsV, S
DurationInstantaneous
You cast sorcerous energy at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
Necromancy — Cantrip
Spare the Dying
Cleric, Druid
Cast TimeAction
Range15 feet
ComponentsV, S
DurationInstantaneous
Choose a creature within range that has 0 Hit Points and isn't dead. The creature becomes Stable.
Divination — Level 1
Speak with Animals
Bard, Druid, Ranger, Warlock
Cast TimeAction or Ritual
RangeSelf
ComponentsV, S
Duration10 minutes
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.
Necromancy — Level 3
Speak with Dead
Bard, Cleric, Wizard
Cast TimeAction
Range10 feet
ComponentsV, S, M (burning incense)
Duration10 minutes
You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse
Transmutation — Level 3
Speak with Plants
Bard, Druid, Ranger
Cast TimeAction
RangeSelf
ComponentsV, S
Duration10 minutes
You imbue plants in an immobile 30-foot emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gai
Transmutation — Level 2
Spider Climb
Sorcerer, Warlock, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (a drop of bitumen and a spider)
DurationConcentration, up to 1 hour
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
Transmutation — Level 2
Spike Growth
Druid, Ranger
Cast TimeAction
Range150 feet
ComponentsV, S, M (seven thorns)
DurationConcentration, up to 10 minutes
The ground in a 20-foot-radius sphere centered on a point within range sprouts hard spikes and thorns. The area becomes Difficult Terrain for the duration. When a creature moves into or within the area, it takes 2d4 Piercing damage for every 5 feet i
Conjuration — Level 3
Spirit Guardians
Cleric
Cast TimeAction
RangeSelf
ComponentsV, S, M (a prayer scroll)
DurationConcentration, up to 10 minutes
Protective spirits flit around you in a 15-foot emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
Evocation — Level 2
Spiritual Weapon
Cleric
Cast TimeBonus Action
Range60 feet
ComponentsV, S
DurationConcentration, up to 1 minute
You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet
Evocation — Cantrip
Starry Wisp
Bard, Druid
Cast TimeAction
Range60 feet
ComponentsV, S
DurationInstantaneous
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can't ben
Conjuration — Level 3
Stinking Cloud
Bard, Sorcerer, Wizard
Cast TimeAction
Range90 feet
ComponentsV, S, M (a rotten egg)
DurationConcentration, up to 1 minute
You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by Gust of Wind) disperses it.
Transmutation — Level 4
Stone Shape
Cleric, Druid, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (soft clay)
DurationInstantaneous
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small p
Transmutation — Level 4
Stoneskin
Druid, Ranger, Sorcerer, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (diamond dust worth 100+ GP, which the spell consumes)
DurationConcentration, up to 1 hour
Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.
Conjuration — Level 9
Storm Of Vengeance
Druid
Cast TimeAction
Range1 mile
ComponentsV, S
DurationConcentration, up to 1 minute
A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution saving throw or take 2d6 Thunder damage and have the D
Enchantment — Level 2
Suggestion
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
Range30 feet
ComponentsV, M (a drop of honey)
DurationConcentration, up to 8 hours
You suggest a course of activity-described in no more than 25 words-to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the targe
Conjuration — Level 5
Summon Dragon
Wizard
Cast TimeAction
Range60 feet
ComponentsV, S, M (an object with the image of a dragon engraved on it worth 500+ GP)
DurationConcentration, up to 1 hour
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
Evocation — Level 6
Sunbeam
Cleric, Druid, Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S, M (a magnifying glass)
DurationConcentration, up to 1 minute
You launch a sunbeam in a 5-foot-wide, 60-foot-long line. Each creature in the line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a success
Evocation — Level 8
Sunburst
Cleric, Druid, Sorcerer, Wizard
Cast TimeAction
Range150 feet
ComponentsV, S, M (a piece of sunstone)
DurationInstantaneous
Brilliant sunlight flashes in a 60-foot-radius sphere centered on a point you choose within range. Each creature in the sphere makes a Constitution saving throw. On a failed save, a creature takes 12d6 Radiant damage and has the Blinded condition for
Abjuration — Level 7
Symbol
Bard, Cleric, Druid, Wizard
Cast Time1 minute
RangeTouch
ComponentsV, S, M (powdered diamond worth 1,000+ GP, which the spell consumes)
DurationUntil dispelled or triggered
You inscribe a harmful glyph either on a surface (such as a section of floor or wall) or within an object that can be closed (such as a book or chest). The glyph can cover an area no larger than 10 feet in diameter. If you choose an object, it must r
Transmutation — Level 5
Telekinesis
Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S
DurationConcentration, up to 10 minutes
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell and as a Magic action on your later turns before the spell ends, you can exert your will on one creature or object that you can see within range, caus
Divination — Level 5
Telepathic Bond
Bard, Wizard
Cast TimeAction or Ritual
Range30 feet
ComponentsV, S, M (two eggs)
Duration1 hour
You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures that can't communicate in any languages aren't affected by this spell.
Conjuration — Level 7
Teleport
Bard, Sorcerer, Wizard
Cast TimeAction
Range10 feet
ComponentsV
DurationInstantaneous
This spell instantly transports you and up to eight willing creatures that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be Large or smaller, and it can't be
Conjuration — Level 5
Teleportation Circle
Bard, Sorcerer, Warlock, Wizard
Cast Time1 minute
Range10 feet
ComponentsV, M (rare inks worth 50+ GP, which the spell consumes)
Duration1 round
As you cast the spell, you draw a 5-foot-radius circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A s
Transmutation — Cantrip
Thaumaturgy
Cleric
Cast TimeAction
Range30 feet
ComponentsV
DurationUp to 1 minute
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
Evocation — Level 1
Thunderwave
Bard, Druid, Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S
DurationInstantaneous
You unleash a wave of thunderous energy. Each creature in a 15-foot cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creatu
Transmutation — Level 9
Time Stop
Sorcerer, Wizard
Cast TimeAction
RangeSelf
ComponentsV
DurationInstantaneous
You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal.
Evocation — Level 3
Tiny Hut
Bard, Wizard
Cast Time1 minute or Ritual
RangeSelf
ComponentsV, S, M (a crystal bead)
Duration8 hours
Safe Rest Sanctuary. Tiny Hut provides complete protection during long rests, enabling safe recovery in hostile environments.
Divination — Level 3
Tongues
Bard, Cleric, Sorcerer, Warlock, Wizard
Cast TimeAction
RangeTouch
ComponentsV, M (a miniature ziggurat)
Duration1 hour
This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that knows at least one language can understand it if
Conjuration — Level 6
Transport via Plants
Druid
Cast TimeAction
Range10 feet
ComponentsV, S
Duration1 minute
This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, a
Conjuration — Level 5
Tree Stride
Druid, Ranger
Cast TimeAction
RangeSelf
ComponentsV, S
DurationConcentration, up to 1 minute
You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the
Transmutation — Level 9
True Polymorph
Bard, Warlock, Wizard
Cast TimeAction
Range30 feet
ComponentsV, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
DurationConcentration, up to 1 hour
Choose one creature or nonmagical object that you can see within range. The creature shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a creature (the object must be neither worn nor carried). The transfor
Necromancy — Level 9
True Resurrection
Cleric, Druid
Cast Time1 hour
RangeTouch
ComponentsV, S, M (diamonds worth 25,000+ GP, which the spell consumes)
DurationInstantaneous
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. The creature is revived with all its Hit Points.
Divination — Level 6
True Seeing
Bard, Cleric, Sorcerer, Warlock, Wizard
Cast TimeAction
RangeTouch
ComponentsV, S, M (mushroom powder worth 25+ GP, which the spell consumes)
Duration1 hour
For the duration, the willing creature you touch has Truesight with a range of 120 feet.
## Tactical Usage
Divination — Cantrip
True Strike
Bard, Sorcerer, Warlock, Wizard
Cast TimeAction
RangeSelf
ComponentsS, M (a weapon with which you have proficiency and that is worth 1+ CP)
DurationInstantaneous
Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it ca
Conjuration — Level 8
Tsunami
Druid
Cast Time1 minute
Range1 mile
ComponentsV, S
DurationConcentration, up to 6 rounds
A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.
Conjuration — Level 1
Unseen Servant
Bard, Warlock, Wizard
Cast TimeAction or Ritual
Range60 feet
ComponentsV, S, M (a bit of string and of wood)
Duration1 hour
This spell creates an Invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a
Necromancy — Level 3
Vampiric Touch
Sorcerer, Warlock, Wizard
Cast TimeAction
RangeSelf
ComponentsV, S
DurationConcentration, up to 1 minute
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amo
Enchantment — Cantrip
Vicious Mockery
Bard
Cast TimeAction
Range60 feet
ComponentsV
DurationInstantaneous
You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before
Evocation — Level 4
Vitriolic Sphere
Sorcerer, Wizard
Cast TimeAction
Range150 feet
ComponentsV, S, M (a drop of bile)
DurationInstantaneous
Using a Higher-Level Spell Slot. The initial damage increases by 2d4 for each spell slot level above 4.
## Tactical Usage
Evocation — Level 4
Wall Of Fire
Druid, Sorcerer, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S, M (a piece of charcoal)
DurationConcentration, up to 1 minute
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the dura
Evocation — Level 5
Wall Of Force
Wizard
Cast TimeAction
Range120 feet
ComponentsV, S, M (a shard of glass)
DurationConcentration, up to 10 minutes
An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can f
Evocation — Level 6
Wall Of Ice
Wizard
Cast TimeAction
Range120 feet
ComponentsV, S, M (a piece of quartz)
DurationConcentration, up to 10 minutes
You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a globe with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with an
Evocation — Level 5
Wall Of Stone
Druid, Sorcerer, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S, M (a cube of granite)
DurationConcentration, up to 10 minutes
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. Alternatively, you can create 1
Conjuration — Level 6
Wall Of Thorns
Druid
Cast TimeAction
Range120 feet
ComponentsV, S, M (a handful of thorns)
DurationConcentration, up to 10 minutes
You create a wall of tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a
Abjuration — Level 2
Warding Bond
Cleric, Paladin
Cast TimeAction
RangeTouch
ComponentsV, S, M (a pair of platinum rings worth 50+ GP each, which you and the target must wear for the duration)
Duration1 hour
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Al
Transmutation — Level 3
Water Breathing
Druid, Ranger, Sorcerer, Wizard
Cast TimeAction or Ritual
Range30 feet
ComponentsV, S, M (a short reed)
Duration24 hours
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
## Tactical Usage
Transmutation — Level 3
Water Walk
Cleric, Druid, Ranger, Sorcerer
Cast TimeAction or Ritual
Range30 feet
ComponentsV, S, M (a piece of cork)
Duration1 hour
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures y
Conjuration — Level 2
Web
Sorcerer, Wizard
Cast TimeAction
Range60 feet
ComponentsV, S, M (a bit of spiderweb)
DurationConcentration, up to 1 hour
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
Illusion — Level 9
Weird
Warlock, Wizard
Cast TimeAction
Range120 feet
ComponentsV, S
DurationConcentration, up to 1 minute
A Frightened target makes a Wisdom saving throw at the end of each of its turns. On a failed save, it takes 5d10 Psychic damage. On a successful save, the spell ends on that target.
## Tactical Usage
Transmutation — Level 6
Wind Walk
Druid
Cast Time1 minute
Range30 feet
ComponentsV, S, M (a candle)
Duration8 hours
You and up to ten willing creatures of your choice within range assume gaseous forms for the duration, appearing as wisps of cloud. While in this cloud form, a target has a Fly Speed of 300 feet and can hover; it has Immunity to the Prone condition;
Evocation — Level 3
Wind Wall
Druid, Ranger
Cast TimeAction
Range120 feet
ComponentsV, S, M (a fan and a feather)
DurationConcentration, up to 1 minute
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the g
Conjuration — Level 6
Word Of Recall
Cleric
Cast TimeAction
Range5 feet
ComponentsV
DurationInstantaneous
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest unoccupied space to the spot you designated when you prepared your s
Enchantment — Level 2
Zone Of Truth
Bard, Cleric, Paladin
Cast TimeAction
Range60 feet
ComponentsV, S
Duration10 minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma