D&D 5th Edition

Compendium

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Spells by School

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Abjuration

    • Aid — Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range…
    • Alarm — You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube…
    • Antilife Shell — A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration…
    • Antimagic Field — A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse…
    • Arcane Lock — You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally…
    • Banishment — You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished…
    • Beacon of Hope — This spell bestows hope and vitality. Choose any number of creatures within range…
    • Counterspell — You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect…
    • Death Ward — You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends…
    • Dispel Evil and Good — Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. For the duration, celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls against you…
    • Dispel Magic — Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends…
    • Forbiddance — 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, to enter the area…
    • Freedom of Movement — 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 be paralyzed or restrained…
    • Globe of Invulnerability — An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot…
    • Glyph of Warding — When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter…
    • Greater Restoration — You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target…
    • Guards and Wards — You create a ward that protects up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The warded area can be up to 20 feet tall, and shaped as you desire…
    • Holy Aura — Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends…
    • Imprisonment — You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell, if it succeeds, it is immune to this spell if you cast it again…
    • Lesser Restoration — You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned…
    • Mage Armor — You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier…
    • Magic Circle — 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…
    • Mind Blank — Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target's mind or to gain information about the target…
    • Nondetection — For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension…
    • Pass without Trace — A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means…
    • Planar Binding — With this spell, 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…
    • Prismatic Wall — 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 you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range…
    • Private Sanctum — 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…
    • Protection from Energy — For the duration, the willing creature you touch has resistance to one damage type of your choice - acid, cold, fire, lightning, or thunder…
    • Protection from Evil and Good — Until the spell ends, one willing creature you touch is protected against certain types of creatures - aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits…
    • Remove Curse — 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…
    • Resistance — You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice…
    • Sanctuary — You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw…
    • Shield — An invisible barrier of magical force appears and 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…
    • Shield of Faith — A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration…
    • Stoneskin — This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage…
    • Symbol — When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter…
    • Warding Bond — This spell wards a willing creature you touch and creates 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…

Conjuration

    • Acid Splash — You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other…
    • Black Tentacles — 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 the area into difficult terrain…
    • Call Lightning — A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud)…
    • Cloudkill — You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners…
    • Conjure Animals — You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears…
    • Conjure Celestial — You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends…
    • Conjure Elemental — You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range…
    • Conjure Fey — You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower. It appears in an unoccupied space that you can see within range…
    • Conjure Minor Elementals — You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears…
    • Conjure Woodland Beings — You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears…
    • Create Food and Water — You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours…
    • Demiplane — 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…
    • Dimension Door — You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired…
    • Entangle — Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain…
    • Faithful Hound — You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it. The hound is invisible to all creatures except you and can't be harmed…
    • Find Familiar — You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast…
    • Find Steed — You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose, such as a warhorse, a pony, a camel, an elk, or a mastiff…
    • Flaming Sphere — A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw…
    • Floating Disk — 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 to 500 pounds…
    • Fog Cloud — You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured…
    • Gate — 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…
    • Grease — Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone…
    • Guardian of Faith — A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity…
    • Heroes' Feast — You bring forth a great feast, including magnificent food and drink. 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…
    • Incendiary Cloud — A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured…
    • Insect Plague — Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners…
    • Instant Summons — You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component…
    • Mage Hand — A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action…
    • Magnificent Mansion — You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located…
    • Maze — 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…
    • Misty Step — Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see…
    • Planar Ally — You beseech an otherworldly entity for aid. The being must be known to you - a god, a primordial, a demon prince, or some other being of cosmic power…
    • Plane Shift — 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 the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination…
    • Poison Spray — You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage…
    • Produce Flame — A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment…
    • Secret Chest — You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell…
    • Sleet Storm — Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused…
    • Spirit Guardians — You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration…
    • Stinking Cloud — You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured…
    • Storm of Vengeance — A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar…
    • Teleport — This spell instantly transports you and up to eight willing creatures of your choice 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 able to fit entirely inside a 10-foot cube, and it can't be held or carried by an unwilling creature…
    • Teleportation Circle — As you cast the spell, you draw a 10-foot-diameter 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 shimmering portal opens within the circle you drew and remains open until the end of your next turn…
    • Transport via Plants — 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…
    • Tree Stride — 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…
    • Unseen Servant — This spell creates an invisible, mindless, shapeless 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…
    • Wall of Thorns — You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration…
    • Web — 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…
    • Wish — Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires…
    • Word of Recall — 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 sanctuary (see below)…

Divination

    • Arcane Eye — You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet…
    • Augury — By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens…
    • Clairvoyance — 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 sensor remains in place for the duration, and it can't be attacked or otherwise interacted with…
    • Commune — You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends…
    • Commune with Nature — You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you…
    • Comprehend Languages — For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written…
    • Contact Other Plane — You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind…
    • Detect Evil and Good — 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 magically consecrated or desecrated…
    • Detect Magic — 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, if any…
    • Detect Poison and Disease — For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case…
    • Detect Thoughts — For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you…
    • Divination — Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days…
    • Find Traps — You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator…
    • Find the Path — This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as a green dragon's lair), the spell fails…
    • Foresight — You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can't be surprised and has advantage on attack rolls, ability checks, and saving throws…
    • Guidance — You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice…
    • Hunter's Mark — You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it…
    • Identify — You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any…
    • Legend Lore — Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named…
    • Locate Animals or Plants — Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present…
    • Locate Creature — Describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you…
    • Locate Object — Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you…
    • Scrying — You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it…
    • See Invisibility — For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent…
    • Speak with Animals — You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day…
    • Telepathic Bond — 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 with Intelligence scores of 2 or less aren't affected by this spell…
    • Tongues — This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says…
    • True Seeing — This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet…
    • True Strike — You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses…

Enchantment

    • Animal Friendship — This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range…
    • Animal Messenger — By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue ray, or a bird…
    • Antipathy (Sympathy) — This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube…
    • Bane — Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw…
    • Bless — You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw…
    • Calm Emotions — You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw a creature can choose to fail this saving throw if it wishes…
    • Charm Person — You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it…
    • Command — 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…
    • Compulsion — Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed…
    • Confusion — This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it…
    • Dominate Beast — 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…
    • Dominate Monster — 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…
    • Dominate Person — 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…
    • Enthrall — You weave a distracting string of words, causing creatures of your choice that you can see within range and that can hear you to make a Wisdom saving throw. Any creature that can't be charmed succeeds on this saving throw automatically, and if you or your companions are fighting a creature, it has advantage on the save…
    • Feeblemind — You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw…
    • Geas — You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration…
    • Heroism — A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns…
    • Hideous Laughter — A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone, becoming incapacitated and unable to stand up for the duration…
    • Hold Monster — Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration…
    • Hold Person — Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration…
    • Irresistible Dance — Choose one creature that you can see within range. The target begins a comic dance in place - shuffling, tapping its feet, and capering for the duration…
    • Mass Suggestion — You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect…
    • Modify Memory — You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw…
    • Power Word Kill — You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you chose has 100 hit points or fewer, it dies…
    • Power Word Stun — You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned…
    • Sleep — This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect…
    • Suggestion — You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect…
    • Vicious Mockery — You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn…
    • Zone of Truth — You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice 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 must make a Charisma saving throw…

Evocation

    • Acid Arrow — 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…
    • Arcane Hand — You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand…
    • Arcane Sword — You create a sword-shaped plane of force that hovers within range. It lasts for the duration…
    • Blade Barrier — You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration…
    • Branding Smite — The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends…
    • Burning Hands — As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw…
    • Chain Lightning — You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target…
    • Cone of Cold — A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw…
    • Contingency — Choose a spell of or lower that you can cast, that has a casting time of 1 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 spell doesn't come into effect…
    • Continual Flame — A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen…
    • Cure Wounds — A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs…
    • Dancing Lights — You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size…
    • Darkness — 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…
    • Daylight — A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet…
    • Delayed Blast Fireball — 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, the bead blossoms with a low roar into an explosion of flame that spreads around corners…
    • Divine Favor — Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal and extra 1d4 radiant damage on a hit…
    • Divine Word — 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…
    • Earthquake — You create a seismic disturbance at 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 and shakes creatures and structures in contact with the ground in that area…
    • Eldritch Blast — A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target…
    • Faerie Fire — Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw…
    • Fire Bolt — You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target…
    • Fire Shield — Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it…
    • Fire Storm — A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish…
    • Fireball — A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw…
    • Flame Blade — 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…
    • Flame Strike — A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw…
    • Forcecage — 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…
    • Freezing Sphere — A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw…
    • Guiding Bolt — A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target…
    • Gust of Wind — A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line…
    • Hallow — 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 a hallow spell…
    • Heal — Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points…
    • Healing Word — A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs…
    • Hellish Rebuke — You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw…
    • Ice Storm — A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw…
    • Light — You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet…
    • Lightning Bolt — A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw…
    • Magic Missile — You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range…
    • Mass Cure Wounds — A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point…
    • Mass Heal — A flood of healing energy flows from you into injured 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…
    • Mass Healing Word — As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs…
    • Meteor Swarm — 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 point you choose must make a Dexterity saving throw…
    • Moonbeam — 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…
    • Prayer of Healing — Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs…
    • Prismatic Spray — Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose…
    • Ray of Frost — A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target…
    • Resilient Sphere — A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw…
    • Sacred Flame — 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…
    • Scorching Ray — You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several…
    • Sending — You send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately…
    • Shatter — A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw…
    • Shocking Grasp — Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target…
    • Spiritual Weapon — You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon…
    • Sunbeam — A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw…
    • Sunburst — Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw…
    • Thunderwave — A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw…
    • Tiny Hut — A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area…
    • Wall of Fire — 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 think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think…
    • Wall of Force — 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…
    • Wall of Ice — You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels…
    • Wall of Stone — 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…
    • Wind Wall — 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…

Illusion

    • Arcanist's Magic Aura — You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature…
    • Blur — Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you…
    • Color Spray — A dazzling array of flashing, colored light springs from your hand. Roll 6d10, the total is how many hit points of creatures this spell can effect…
    • Creation — You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal…
    • Disguise Self — You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between…
    • Dream — This spell shapes a creature's dreams. Choose a creature known to you as the target of this spell…
    • Fear — You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration…
    • Greater Invisibility — You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person…
    • Hallucinatory Terrain — You make natural terrain in a 150-foot cube in range look, sound, and smell like some other 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…
    • Hypnotic Pattern — You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes…
    • Illusory Script — You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text…
    • Invisibility — A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person…
    • Magic Mouth — 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…
    • Major Image — 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…
    • Minor Illusion — You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again…
    • Mirage Arcane — You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain's general shape remains the same, however…
    • Mirror Image — 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…
    • Mislead — You become invisible 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 if you attack or cast a spell…
    • Phantasmal Killer — You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw…
    • Phantom Steed — A Large quasi-real, horse-like creature appears on the ground in an unoccupied space of your choice within range. You decide the creature's appearance, but it is equipped with a saddle, bit, and bridle…
    • Programmed Illusion — You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then…
    • Project Image — 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…
    • Seeming — This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance…
    • Silence — 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 is immune to thunder damage, and creatures are deafened while entirely inside it…
    • Silent Image — 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…
    • Simulacrum — You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature…
    • Weird — Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw…

Necromancy

    • Animate Dead — This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range…
    • Astral Projection — You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation, it doesn't need food or air and doesn't age…
    • Bestow Curse — You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options…
    • Blight — Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw…
    • Blindness Deafness — You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw…
    • Chill Touch — You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave…
    • Circle of Death — A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw…
    • Clone — This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside as a sealed vessel and grows to full size and maturity after 120 days you can also choose to have the clone be a younger version of the same creature…
    • Contagion — Your touch inflicts disease. Make a melee spell attack against a creature within your reach…
    • Create Undead — You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range…
    • Eyebite — For the spell's duration, your eyes become an inky void imbued with dread power. 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…
    • False Life — Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st…
    • Finger of Death — You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw…
    • Gentle Repose — You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead…
    • Harm — You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw…
    • Inflict Wounds — Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage…
    • Magic Jar — 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…
    • Raise Dead — You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point…
    • Ray of Enfeeblement — A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target…
    • Resurrection — You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points…
    • Revivify — You touch a creature that has died within the last minute. That creature returns to life with 1 hit point…
    • Spare the Dying — You touch a living creature that has 0 hit points. The creature becomes stable…
    • Speak with Dead — You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can't be undead…
    • True Resurrection — You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature's soul is free and willing, the creature is restored to life with all its hit points…
    • Vampiric Touch — The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach…

Transmutation

    • Alter Self — You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell…
    • Animal Shapes — Your magic turns others into beasts. Choose any number of willing creatures that you can see within range…
    • Animate Objects — Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried…
    • Awaken — After spending the casting time tracing magical pathways within a precious gemstone, you touch a huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less…
    • Barkskin — You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing…
    • Blink — Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane)…
    • Control Water — Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell…
    • Control Weather — You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell…
    • Create or Destroy Water — You either create or destroy water. Create Water: You create up to 10 gallons of clean water within range in an open container…
    • Darkvision — You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet…
    • Disintegrate — 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…
    • Druidcraft — Whispering to the spirits of nature, you create one of the following effects within range: You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain falling snowflakes for snow, and so on …
    • Enhance Ability — You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends…
    • Enlarge Reduce — You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried…
    • Etherealness — You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell…
    • Expeditious Retreat — This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action…
    • Fabricate — 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, and clothes from flax or wool…
    • Feather Fall — Reaction - When you or a creature within 60 feet of you falls 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…
    • Flesh to Stone — You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make a Constitution saving throw…
    • Fly — You touch a willing creature. The target gains a flying speed of 60 feet for the duration…
    • Gaseous Form — You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points…
    • Giant Insect — You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration. A centipede becomes a giant centipede, a spider becomes a giant spider, a wasp becomes a giant wasp, and a scorpion becomes a giant scorpion…
    • Glibness — 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…
    • Goodberry — Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry…
    • Haste — 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 AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns…
    • Heat Metal — 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…
    • Jump — You touch a creature. The creature's jump distance is tripled until the spell ends…
    • Knock — 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…
    • Levitate — One creature or 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 a target that weighs up to 500 pounds…
    • Longstrider — You touch a creature. The target's speed increases by 10 feet until the spell ends…
    • Magic Weapon — 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…
    • Meld into Stone — You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch…
    • Mending — This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage…
    • Message — You point your finger 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…
    • Move Earth — 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…
    • Passwall — A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a 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…
    • Plant Growth — This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits…
    • Polymorph — This spell transforms a creature with at least 1 hit point that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect…
    • Prestidigitation — This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range…
    • Purify Food and Drink — All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease…
    • Regenerate — You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points…
    • Reincarnate — You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body…
    • Reverse Gravity — This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell…
    • Rope Trick — You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground…
    • Sequester — By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by the divination of spells…
    • Shapechange — You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower…
    • Shillelagh — The wood of 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 a d8…
    • Slow — 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…
    • Speak with Plants — You imbue plants within 30 feet of you 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, gaining information about creatures that have passed, weather, and other circumstances…
    • Spider Climb — Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed…
    • Spike Growth — The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration…
    • Stone Shape — 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 that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick…
    • Telekinesis — You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below…
    • Thaumaturgy — You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range…
    • Time Stop — 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…
    • True Polymorph — Choose one creature with at least 1 hit point or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into an object, or the object into a creature (the object must be neither worn nor carried by another creature)…
    • Water Breathing — This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration…
    • Water Walk — 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 you can see within range gain this ability for the duration…
    • Wind Walk — You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons…

Attributes

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Rules
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