D&D 5e · 73 entries
| Spell | Level | School | Cast Time | Range | Description |
|---|---|---|---|---|---|
| Aid | 2 | Abjuration | 1 action | 30 feet | Three creatures' HP maximum and current HP increase by 5. At Higher Levels: +5 HP per slot above 2nd. |
| Animate Dead | 3 | Necromancy | 1 minute | 10 feet | Create a skeleton or zombie from bones or a corpse. Control up to 4 undead via bonus action for 24 hours. At Higher Levels: +2 undead per slot above 3rd. |
| Banishment | 4 | Abjuration | 1 action | 60 feet | CHA save. Fail: banished. Native to current plane returns when spell ends. Foreign creature permanently returns home if maintained 1 minute. At Higher Levels: +1 creature per slot above 4th. |
| Bless | 1 | Enchantment | 1 action | 30 feet | Bless up to 3 creatures. When a target makes an attack roll or saving throw, roll a d4 and add the result. At Higher Levels: +1 creature per slot above 1st. |
| Burning Hands | 1 | Evocation | 1 action | Self (15-foot cone) | Each creature in 15-foot cone makes DEX save. Fail: 3d6 fire damage. Success: half. At Higher Levels: +1d6 per slot above 1st. |
| Charm Person | 1 | Enchantment | 1 action | 30 feet | WIS save (advantage if in combat). On fail: charmed, regards you as a friendly acquaintance. At Higher Levels: +1 creature per slot above 1st. |
| Chill Touch | 0 | Necromancy | 1 action | 120 feet | Make a ranged spell attack. On a hit: 1d8 necrotic damage, and target can't regain HP until start of your next turn. |
| Command | 1 | Enchantment | 1 action | 60 feet | Speak a one-word command. WIS save or follow it on its next turn (Approach, Drop, Flee, Grovel, Halt). At Higher Levels: +1 creature per slot above 1st. |
| Cone of Cold | 5 | Evocation | 1 action | Self (60-foot cone) | 60-foot cone. CON save. Fail: 8d8 cold damage. Success: half. At Higher Levels: +1d8 per slot above 5th. |
| Counterspell | 3 | Abjuration | 1 reaction | 60 feet | Interrupt a spell being cast. Spells 3rd level or lower automatically fail. Higher levels: spellcasting ability check DC 10 + spell level. |
| Cure Wounds | 1 | Evocation | 1 action | Touch | A creature you touch regains 1d8 + spellcasting modifier HP. No effect on undead or constructs. At Higher Levels: +1d8 per slot above 1st. |
| Darkness | 2 | Evocation | 1 action | 60 feet | Magical darkness in a 15-foot-radius sphere. Darkvision can't see through it. |
| Death Ward | 4 | Abjuration | 1 action | Touch | The first time target would drop to 0 HP from damage, it drops to 1 HP instead and the spell ends. |
| Detect Magic | 1 | Divination | 1 action | Self | Sense presence of magic within 30 feet. See faint auras around magical creatures/objects and learn their school of magic. |
| Dimension Door | 4 | Conjuration | 1 action | 500 feet | Teleport yourself and optionally one willing creature within 5 feet to any spot within range you can visualize. |
| Disintegrate | 6 | Transmutation | 1 action | 60 feet | Ranged spell attack. On hit: 10d6+40 force damage. Creature reduced to 0 HP is disintegrated. At Higher Levels: +3d6+10 per slot above 6th. |
| Dispel Magic | 3 | Abjuration | 1 action | 120 feet | End spells of 3rd level or lower on a target. Higher levels: spellcasting ability check DC 10 + spell level. |
| Eldritch Blast | 0 | Evocation | 1 action | 120 feet | A beam of crackling energy streaks toward a creature. Make a ranged spell attack. On a hit: 1d10 force damage. Creates more beams at higher levels: two at 5th, three at 11th, four at 17th. |
| Finger of Death | 7 | Necromancy | 1 action | 60 feet | CON save. Fail: 7d8+30 necrotic damage. Success: half. A humanoid killed by this spell rises as a zombie permanently under your command. |
| Fire Bolt | 0 | Evocation | 1 action | 120 feet | Make a ranged spell attack. On a hit: 1d10 fire damage. Damage increases: 2d10 at 5th, 3d10 at 11th, 4d10 at 17th. |
| Fireball | 3 | Evocation | 1 action | 150 feet | 20-foot-radius sphere. DEX save. Fail: 8d6 fire damage. Success: half. At Higher Levels: +1d6 per slot above 3rd. |
| Fly | 3 | Transmutation | 1 action | Touch | Target gains a flying speed of 60 feet. At Higher Levels: +1 target per slot above 3rd. |
| Greater Invisibility | 4 | Illusion | 1 action | Touch | Target becomes invisible and stays invisible even when attacking or casting spells. |
| Guidance | 0 | Divination | 1 action | Touch | Once before the spell ends, the target can roll a d4 and add the result to one ability check of its choice. |
| Haste | 3 | Transmutation | 1 action | 30 feet | Double speed, +2 AC, advantage on DEX saves, additional action each turn. On end: can't move or act until after next turn. |
| Heal | 6 | Evocation | 1 action | 60 feet | A creature regains 70 HP and is cured of blindness, deafness, and all diseases. At Higher Levels: +10 HP per slot above 6th. |
| Healing Word | 1 | Evocation | 1 bonus action | 60 feet | A creature regains 1d4 + spellcasting modifier HP. No effect on undead or constructs. At Higher Levels: +1d4 per slot above 1st. |
| Hex | 1 | Enchantment | 1 bonus action | 90 feet | Curse a creature. Deal +1d6 necrotic damage on hits. Target has disadvantage on checks with one chosen ability. At Higher Levels: duration extends. |
| Hold Monster | 5 | Enchantment | 1 action | 90 feet | WIS save or paralyzed. Works on any creature type. Repeat save each turn. At Higher Levels: +1 creature per slot above 5th. |
| Hold Person | 2 | Enchantment | 1 action | 60 feet | WIS save or paralyzed for the duration. Repeat each turn. At Higher Levels: +1 creature per slot above 2nd. |
| Hunter's Mark | 1 | Divination | 1 bonus action | 90 feet | Mark a quarry. Deal +1d6 damage on weapon attacks against it. Advantage on Perception and Survival checks to find it. At Higher Levels: duration extends. |
| Hypnotic Pattern | 3 | Illusion | 1 action | 120 feet | Twisting colors in 30-foot cube. WIS save or charmed (incapacitated, speed 0). Ends on damage or being shaken awake. |
| Identify | 1 | Divination | 1 minute | Touch | Learn properties of a magic item, how to use it, and if it is cursed. |
| Invisibility | 2 | Illusion | 1 action | Touch | Target becomes invisible. Attacking or casting ends invisibility. At Higher Levels: +1 creature per slot above 2nd. |
| Light | 0 | Evocation | 1 action | Touch | Touch one object. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. |
| Lightning Bolt | 3 | Evocation | 1 action | Self (100-foot line) | 100-foot line, 5 feet wide. DEX save. Fail: 8d6 lightning damage. Success: half. At Higher Levels: +1d6 per slot above 3rd. |
| Mage Armor | 1 | Abjuration | 1 action | Touch | Touch a willing creature not wearing armor. AC becomes 13 + DEX modifier until spell ends. |
| Mage Hand | 0 | Conjuration | 1 action | 30 feet | A spectral floating hand appears. Can manipulate objects, open doors, stow/retrieve items. Cannot attack or carry more than 10 lbs. |
| Magic Missile | 1 | Evocation | 1 action | 120 feet | Create three darts of magical force. Each dart hits automatically dealing 1d4+1 force damage. At Higher Levels: +1 dart per slot above 1st. |
| Mass Cure Wounds | 5 | Evocation | 1 action | 60 feet | Up to 6 creatures within 30 feet of point each regain 3d8 + spellcasting modifier HP. At Higher Levels: +1d8 per slot above 5th. |
| Mass Healing Word | 3 | Evocation | 1 bonus action | 60 feet | Up to 6 creatures each regain 1d4 + spellcasting modifier HP. At Higher Levels: +1d4 per slot above 3rd. |
| Meteor Swarm | 9 | Evocation | 1 action | 1 mile | Four blazing orbs fall at four points. Each creature in 40-foot sphere makes DEX save. Fail: 20d6 fire + 20d6 bludgeoning damage. Half on success. |
| Minor Illusion | 0 | Illusion | 1 action | 30 feet | Create a sound or an image of an object (5-foot cube) within range. Investigate check vs spell save DC reveals the illusion. |
| Mirror Image | 2 | Illusion | 1 action | Self | Three illusory duplicates appear. Roll d20 when targeted to see if attack hits a duplicate instead. |
| Misty Step | 2 | Conjuration | 1 bonus action | Self | Teleport up to 30 feet to an unoccupied space you can see. |
| Pass Without Trace | 2 | Abjuration | 1 action | Self | +10 to Stealth checks. Can't be tracked except by magical means. |
| Polymorph | 4 | Transmutation | 1 action | 60 feet | Transform a creature into a new Beast form (CR ≤ target CR). WIS save if unwilling. Reverts when reduced to 0 HP or spell ends. |
| Power Word Kill | 9 | Enchantment | 1 action | 60 feet | If target has 100 HP or fewer, it dies instantly. |
| Power Word Stun | 8 | Enchantment | 1 action | 60 feet | If target has 150 HP or fewer, it is stunned. CON save at end of each turn to end the effect. |
| Prestidigitation | 0 | Transmutation | 1 action | 10 feet | Minor magical tricks: create harmless sensory effects, light/snuff a flame, clean/soil an object, chill/warm material, make a colored mark, create a trinket. |
| Raise Dead | 5 | Necromancy | 1 hour | Touch | Return a creature dead no longer than 10 days to life with 1 HP. For each day dead: -4 to attack rolls, saves, and ability checks; recovers 1/day. |
| Resurrection | 7 | Necromancy | 1 hour | Touch | Return a creature dead no longer than a century to life with all HP. Restores missing body parts. |
| Revivify | 3 | Conjuration | 1 action | Touch | A creature dead within the last minute returns to life with 1 HP. Can't restore missing body parts. |
| Sacred Flame | 0 | Evocation | 1 action | 60 feet | Target must succeed on a DEX save or take 1d8 radiant damage. Target gains no benefit from cover. Increases at higher levels. |
| Scorching Ray | 2 | Evocation | 1 action | 120 feet | Create three rays of fire. Make a ranged spell attack for each. On hit: 2d6 fire damage. At Higher Levels: +1 ray per slot above 2nd. |
| Shatter | 2 | Evocation | 1 action | 60 feet | 10-foot-radius sphere of ringing noise. CON save. Fail: 3d8 thunder damage. Success: half. At Higher Levels: +1d8 per slot above 2nd. |
| Shield | 1 | Abjuration | 1 reaction | Self | +5 bonus to AC until start of your next turn, including against the triggering attack. Take no damage from magic missile. |
| Silence | 2 | Illusion | 1 action | 120 feet | No sound in a 20-foot-radius sphere. Immune to thunder damage and deafened inside. Verbal components can't be cast within. |
| Sleep | 1 | Enchantment | 1 action | 90 feet | Roll 5d8; creatures in 20-foot radius affected in ascending HP order until total spent. At Higher Levels: +2d8 per slot above 1st. |
| Slow | 3 | Transmutation | 1 action | 120 feet | Up to 6 creatures in 40-foot cube make WIS save. Fail: speed halved, -2 AC and DEX saves, can't use reactions. Repeat save each turn. |
| Spare the Dying | 0 | Necromancy | 1 action | Touch | Touch a living creature that has 0 hit points. The creature becomes stable. |
| Spirit Guardians | 3 | Conjuration | 1 action | Self (15-foot radius) | Spirits protect you in 15-foot radius — difficult terrain, WIS save or 3d8 radiant/necrotic damage. At Higher Levels: +1d8 per slot above 3rd. |
| Spiritual Weapon | 2 | Evocation | 1 bonus action | 60 feet | Create a floating spectral weapon. Bonus action: move it 20 feet and make a melee spell attack for 1d8+spellcasting mod force damage. At Higher Levels: +1d8 per 2 slots above 2nd. |
| Teleport | 7 | Conjuration | 1 action | 10 feet | Teleport yourself and up to 8 willing creatures to a destination you know. Familiarity affects accuracy. |
| Thaumaturgy | 0 | Transmutation | 1 action | 30 feet | Manifest a minor wonder: voice booms, flames flicker, tremors shake, alter eye appearance, open/close door. Up to 3 effects active at once. |
| Thunderwave | 1 | Evocation | 1 action | Self (15-foot cube) | Each creature in 15-foot cube makes a CON save. Fail: 2d8 thunder damage and pushed 10 feet away. Success: half damage. At Higher Levels: +1d8 per slot above 1st. |
| Time Stop | 9 | Transmutation | 1 action | Self | Take 1d4+1 turns in a row while time is stopped for others. Effect ends if an action affects another creature. |
| Toll the Dead | 0 | Necromancy | 1 action | 60 feet | Target makes a WIS save or takes 1d8 necrotic damage. If the target is missing any HP, it instead takes 1d12 necrotic damage. |
| True Resurrection | 9 | Necromancy | 1 hour | Touch | Return a creature dead up to 200 years with all HP, missing body parts restored. Can create a new body if original is destroyed. |
| True Seeing | 6 | Divination | 1 action | Touch | Grant truesight, notice secret magical doors, and see into the Ethereal Plane, out to 120 feet. |
| Vicious Mockery | 0 | Enchantment | 1 action | 60 feet | Target must succeed on a WIS save or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. |
| Wall of Force | 5 | Evocation | 1 action | 120 feet | Invisible wall of force in any orientation or as a dome. Immune to all damage and can't be dispelled. Disintegrate destroys it. |
| Wish | 9 | Conjuration | 1 action | Self | The mightiest spell. Duplicate any spell of 8th level or lower, or request something extraordinary. Stress from wishing beyond duplication may cause necrotic damage and prevent future casting. |