Dungeons & Dragons
Dungeons & Dragons (DnD or D&D) is a fantasy tabletop RPG originally developed by Gary Gygax and Dave Arneson, and first published in 1974. Today the game is published by Wizards of the Coast. The publication of D&D is considered to be the origin of modern RPGs. Check out our D&D lists:
Dungeons & Dragons 5e Spells
There are 9 classes in Dungeons & Dragons that can cast spells: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Warlock and Wizard. Other classes may also have access to certain spells under certain conditions. Spells can be filtered by:
Information about spells was collected in the following books:
Acquisition's Incorporated / Elemental Evil Player's Companion / Explorer's Guide to Wildemount / Guildmasters' Guide to Ravnica / Icewind Dale: Rime of the Frostmaiden / Lost Laboratory of Kwalish / Players Handbook / Sword Coast Adventurer's Guide / Tasha's Cauldron of Everything / Xanathars Guide To Everything / Strixhaven: A Curriculum of Chaos / Fizban's Treasury of Dragons
All spell effects in D&D 5th Edition
This list briefly presents the effect of each spell in the fifth edition of Dungeons & Dragons.
L | Spell Name | Effect [source] |
---|---|---|
0 | Acid Splash | 1 or 2 creatures within 5 feet must succeed on a Dex. save or take 1d6 acid damage (damage/lvl). |
0 | Blade Ward | The caster gets resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks. |
0 | Booming Blade | If a weapon attack hits, deals 1d8 thunder damage if the target moves (damage/lvl). |
0 | Chill Touch | If the spell attack hits, deals 1d8 necrotic damage (damage/lvl) and the target can't regain hp immediately. |
0 | Control Flames | Control nonmagical fires to expand, extinguish, enlarge, shape simple forms, etc. |
0 | Create Bonfire | Creatures in a 5-ft cube must succeed on a Dex. save or take 1d8 fire damage (damage/lvl). |
0 | Dancing Lights | Create up to 4 torch-sized lights that shed dim light in a 10-ft radius and can be moved later up to 60 ft. |
0 | Druidcraft | Provide various minor effects related to nature (weather forecast, flowering, sensory effect, etc). |
0 | Eldritch Blast | If the spell attack hits, deals 1d10 force damage (nbr of beam/lvl). |
0 | Fire Bolt | If the spell attack hits, deals 1d10 fire damage (damage/lvl). An object can ignite. |
0 | Friends | The casters gets advantage on all Charisma checks directed at one chosen creature that isn't hostile toward him. |
0 | Frostbite | The target must succeed on a Con. save or take 1d6 cold damage and have disadvantage on next attack roll (damage/lvl). |
0 | Green-Flame Blade | If a weapon attack hits, deals also fire damage equal to Ability.Mod to another creature (damage/lvl) within 5 ft. |
0 | Guidance | The target can add 1d4 to one ability check of its choice. |
0 | Gust | Control air to move objects or creatures (Medium or smaller) or create harmless sensory effects. |
0 | Infestation | The target must succeed on a Con. save or take 1d6 poison damage and move 5 ft in a random direction (damage/lvl). |
0 | Light | Make an object to shed bright light in a 20-ft radius and dim light in an additional 20-ft radius. |
0 | Lightning Lure | The target must succeed on a Str. save or take 1d8 lightning damage and be pulled up to 10 ft. |
0 | Mage Hand | Create a spectral hand that can in a 30-ft radius manipulate an object, open a door, stow an item, etc. |
0 | Magic Stone | Up to 3 pebbles deal 1d6+Ability.Mod bludgeoning damage if the spell attack hits. |
0 | Mending | Repair break or tear in an object (broken chain link, two halves of a broken key, torn cloak, leaking wineskin, etc). |
0 | Message | The caster whispers a message to a creature within 120 ft who will be the only one to hear it. It can reply the same way. |
0 | Mind Sliver | The target must succeed on an Int. save or take 1d6 psychic damage (damage/lvl). |
0 | Minor Illusion | Create a sound or an immobile image of an object no larger than a 5-ft cube. |
0 | Mold Earth | Control dirt or stone to excavate, shape, turn it into difficult terrain, etc. |
0 | Poison Spray | The target must succeed on a Con. save or take 1d12 poison damage (damage/lvl). |
0 | Prestidigitation | Minor magical trick (sensory effect, light a torch, clean an object, warm, make a symbol appear, create a trinket, etc). |
0 | Primal Savagery | If the melee spell attack hits, deals 1d10 acid damage (damage/lvl). |
0 | Produce Flame | If the spell attack hits, deals 1d8 fire damage (damage/lvl). Shed bright light in 10 ft and dim light in additional 10 ft. |
0 | Ray of Frost | If the spell attack hits, deals 1d8 cold damage (damage/lvl) and the target's speed is reduced by 10 ft. |
0 | Resistance | The target can add 1d4 to one saving throw of its choice. |
0 | Sacred Flame | The target must succeed on a Dex. save or take 1d8 radiant damage (damage/lvl). |
0 | Shape Water | Control water to obtain various minor effects such as changing color, freezing, changing the flow, etc. |
0 | Shillelagh | Make magical a wooden weapon. Its damage become a d8 and the caster can use his spellcasting ability instead of Strength. |
0 | Shocking Grasp | If the spell attack hits, deals 1d8 lightning damage (damage/lvl) and the target can't take reactions. |
0 | Spare the Dying | 1 living creature with 0 hit points becomes stable. |
0 | Sword Burst | Creatures in a 5-ft-radius must succeed on a Dex. save or take 1d6 force damage (damage/lvl). |
0 | Thaumaturgy | Create various minor effects to impress or distract creatures. |
0 | Thorn Whip | If the attack hits, deals 1d6 piercing damage and pull the target (Larger or smaller) up to 10 ft (damage/lvl). |
0 | Thunderclap | Creatures within 5 ft must succeed on a Con. save or take 1d6 thunder damage (damage/lvl). |
0 | Toll the Dead | The target must succeed on a Wis. save or take 1d8 or 1d12 necrotic damage (damage/lvl). |
0 | True Strike | The caster gains advantage on his first attack roll against a target. |
0 | Vicious Mockery | The target must succeed on a Wis. save or take 1d4 psychic damage and have disadvantage on its attack roll (damage/lvl). |
0 | Word of Radiance | Creatures in a 5-ft-radius must succeed on a Con. save or take 1d6 radiant damage (/lvl). |
1 | Absorb Elements | The caster has resistance to the damage received and deals 1d6 extra damage of the same type on his next attack (damage/lvl). |
1 | Alarm | Alert the caster or activate an alarm if a Tiny or larger creature enters a warded 20-ft cube. |
1 | Animal Friendship | A beast with Intelligence 3 or less must succeed on a Wis. save or be charmed (+1 beast/lvl). |
1 | Armor of Agathys | The caster gains 5 temporary hp and creatures who hits him with a melee attack take 5 cold damage (+5 hp and damage/lvl). |
1 | Arms of Hadar | Creatures in a 10-ft radius must succeed on a Str. save or take 2d6 necrotic damage (damage/lvl) |
1 | Bane | Up to 3 targets must succeed on a Cha. save or subtract 1d4 from their attack roll or saving throw (+1 creature/lvl). |
1 | Beast Bond | Create a telepathic link with one beast to communicate with it. |
1 | Bless | Up to 3 targets can add 1d4 to their attack roll or saving throw (+1 creature/lvl). |
1 | Burning Hands | Creatures in a 15-ft cone must succeed on a Dex. save or take 3d6 fire damage (damage/lvl). |
1 | Catapult | The target must succeed on Dex. save or take 3d8 bludgeoning damage of an object up to 5 pounds (+5 pounds and +1d8/lvl). |
1 | Cause Fear | The target must succeed on a Wis. save or becomes frightened (nbr of targets/lvl). |
1 | Ceremony | Perform a religious ceremony (bless water, give bonus to AC, ability check, saving throw, etc). |
1 | Chaos Bolt | If the attack hits, deals 2d8 + 1d6 damage of a random type (damage/lvl). Rebound if double 8. |
1 | Charm Person | The humanoid target must succeed on a Wis. save or be charmed by the caster (+1 creature/lvl). |
1 | Chromatic Orb | If the spell attack hits, deals 3d8 damage of a previously determined type (damage/lvl) |
1 | Color Spray | 6d10 creatures hp are dazzled in ascending order of their current hp (+2d10 hp/lvl). |
1 | Command | The target must succeed on a Wis. save or follow your order as Approach, Drop, Flee, Fall, Halt, etc (+1 creature/lvl). |
1 | Compelled Duel | The target must succeed on a Wis. save or get a disadvantage on attack rolls against creatures other than the caster. |
1 | Comprehend Languages | The caster understands any spoken and written (1 min/page) language. Doesn't decode secret messages. |
1 | Create or Destroy Water | Create or destroy up to 10 gallons of water (+10 gallons/lvl). |
1 | Cure Wounds | 1 creature regains 1d8+Ability.Mod (+1d8 hp/lvl). |
1 | Detect Evil and Good | The caster senses and locates aberration, celestial, elemental, fey, fiend, or undead within 30 ft. |
1 | Detect Magic | The caster senses the presence of magic in a 30-ft radius and learns its school of magic. |
1 | Detect Poison and Disease | The caster senses and identifies poison, poisonous creature, or disease within 30 ft. |
1 | Disguise Self | Modify the appearance of the caster (its physical and its equipment) thanks to an illusion. |
1 | Dissonant Whispers | The target must succeed on a Wis. save or take 3d6 psychic damage and move away (damage/lvl). |
1 | Divine Favor | If a weapon attack hits, deals an extra 1d4 radiant damage. |
1 | Earth Tremor | Creatures in a 10-foot radius must succeed on a Dex. save or take 1d6 bludgeoning damage and be knocked prone (damage/lvl). |
1 | Ensnaring Strike | The target must succeed on a Str. save or be restrained and take 1d6 piercing damage (damage/lvl). |
1 | Entangle | Creatures in a 20-ft square (difficult terrain) must succeed on a Str. save or be restrained. |
1 | Expeditious Retreat | The caster can take the Dash action by using a bonus action. |
1 | Faerie Fire | Creatures in a 20-ft cube must succeed on a Dex. save or grant advantage against them to attackers. |
1 | False Life | The caster gains 1d4+4 temporary hit points (+5 hp/lvl). |
1 | Feather Fall | Up to 5 creatures fall at 60 feet per round and take no falling damage before the spell ends. |
1 | Find Familiar | Summon a small animal that obeys the caster and telepathically shares his senses with him. |
1 | Fog Cloud | Makes an area heavily obscured in a 20-ft-radius sphere (+20 ft/lvl). |
1 | Goodberry | Create up to 10 berries that restore 1 hp each and keep their power for 24 hours. |
1 | Grease | Creatures in a 10-ft square (difficult terrain) must succeed on a Dex. save or fall prone. |
1 | Guiding Bolt | If the spell attack hits, deals 4d6 radiant damage (damage/lvl) and the next attack roll will have advantage. |
1 | Hail of Thorns | Creatures in a 5-ft radius must succeed on a Dex. save or take 1d10 piercing damage (damage/lvl). |
1 | Healing Word | 1 creature regains 1d4+Ability.Mod (+1d4 hp/lvl). |
1 | Hellish Rebuke | The target must succeed on a Dex. save or take 2d10 fire damage (damage/lvl). |
1 | Heroism | The target is immune to being frightened and gains temporary hp equal to its Ability.Mod each turns (+1 creature/lvl). |
1 | Hex | If an attack hits, deals an extra 1d6 necrotic damage. Disadvantage on achosem ability check (duration/lvl). |
1 | Hunter's Mark | The target take an extra 1d6 damage and caster has advantage on Wisdom (Perception/Survival) checks to find it (duration/lvl). |
1 | Ice Knife | If the spell attack hits, deals 1d10 piercing damage + Dex. save or 2d6 cold damage (damage/lvl) within 5 ft. |
1 | Identify | The caster obtains properties of a magic item (attunement, charges) or knows if an item or a creature is affected by a spell. |
1 | Illusory Script | Write a secret message that can only be read by a designated target or a creature with truesight. |
1 | Inflict Wounds | If the spell attack hits, deals 3d10 necrotic damage (damage/lvl). |
1 | Jump | The target gets a jump distance multiplicated by 3. |
1 | Longstrider | The target gets a speed increased by 10 ft (+1 creature/lvl). |
1 | Mage Armor | The target, willing and not wearing armor, gets an AC equal to 13+Dex.Mod. |
1 | Magic Missile | 3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl). |
1 | Protection from Evil and Good | The target is protected (disadvantage on attack rolls) against aberrations, celestials, elementals, fey, fiends, and undead. |
1 | Purify Food and Drink | Purified and rendered free of poison and disease nonmagical food and drink in a 5-ft-radius sphere. |
1 | Ray of Sickness | If the attack hits, deals 2d8 poison damage (damage/lvl) and the target can be poisoned (Con. save). |
1 | Sanctuary | The target force a Wis. save to avoid attacks or harmful spells that target it directly. |
1 | Searing Smite | If the attack hits, deals an extra 1d6 fire damage and ignite the target (damage/lvl). |
1 | Shield | In reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell. |
1 | Shield of Faith | The target gets a +2 bonus to AC. |
1 | Silent Image | Create the image of an object or a creature (without sound and no larger than a 15-ft cube) and lets it move. |
1 | Sleep | 5d8 hp of creatures fall unconscious, starting with the creature with the lowest current hp (+2d8 hp/lvl). |
1 | Snare | Create a magic trap (Dex. save or the Small to Large size creature is hoisted into the air). |
1 | Speak with Animals | The caster communicates with beats that can share information or help. |
1 | Tasha's Caustic Brew | Creatures on a 30-ft-long, 5-ft-wide line must succeed on a Dex. save or taker 2d4 acid damage (damage/lvl). |
1 | Tasha's Hideous Laughter | The target must succeed on a Wis. save or falls into fits of laughter, fall prone and becoming incapacitated. |
1 | Tenser's Floating Disk | Create a floating 3-ft-diameter disk that can support up to 500 pounds and follows the caster. |
1 | Thunderous Smite | If the attack hits, deals an extra 2d6 thunder damage, and target must succeed on a Str. save or be pushed and knocked prone. |
1 | Thunderwave | Creatures in a 15-ft cube must succeed on a Con. save or take 2d8 thunder damage (damage/lvl). |
1 | Unseen Servant | Create an invisible servant who performs simple tasks (bring something back, clean up, maintain a fire, serve at table, etc). |
1 | Witch Bolt | If the spell attack hits, deals 1d12 lightning damage (damage/lvl) on each round. |
1 | Wrathful Smite | If the attack hits, deals an extra 1d6 psychic damage and the target must succeed on a Wis. save or be frightened. |
1 | Zephyr Strike | The caster's movement (+30 ft) doesn't provoque OA and he gets advantage on one attack roll that deals an extra 1d8 force. |
2 | Aganazzar's Scorcher | Creatures on a 30-ft-long, 5-ft-wide line must succeed on a Dex. save or taker 3d8 fire damage (damage/lvl). |
2 | Aid | Up to 3 creatures increase their hp maximum and current hp by 5 (+5 hp/lvl). |
2 | Alter Self | Give a new form depending on the chosen option (Aquatic Adaptation, Change Appearance, or Natural Weapons). |
2 | Animal Messenger | A Tiny beast travels to deliver a 25 words message to a target (+48 h/lvl). |
2 | Arcane Lock | Lock an objet (door, window, chest, etc) and the caster can set a password to suppresses the spell for 1 minute. |
2 | Augury | The caster obtains an omen about the result of an action within the next 30 min (weal, woe, both or nothing). |
2 | Barkskin | The target's AC can't be less than 16. |
2 | Beast Sense | The caster can see/hear/feel through the senses of a willing beast. |
2 | Blindness/Deafness | The target must succeed on a Con. save or become blinded or deafened (+1 creature/lvl). |
2 | Blur | The caster's body becomes blurred and creatures that attack him have disadvantage on attack rolls against him. |
2 | Branding Smite | If a weapon attack hits, deals an extra 2d6 radiant damage and the target sheds dim light in 5-ft radius (damage/lvl). |
2 | Calm Emotions | Creatures in a 20-foot-radius sphere must succeed on a Cha. save or no longer be charmed/frightened, or be indifferents. |
2 | Cloud of Daggers | Creatures in a 5-ft cube take automatically 4d4 slashing damage (damage/lvl). |
2 | Continual Flame | Create a flame that produces a light equivalent in brightness to a torch, but does not emit any heat. |
2 | Cordon of Arrows | 4 ammunition deal 1d6 piercing damage if the target doesn't succeed on a Dex. save (nbr of ammunition/lvl). |
2 | Crown of Madness | The target must succeed on a Wis. save or be charmed. It then can attack a target designated by the caster. |
2 | Darkness | Fill a 15-ft-radius sphere of magical darkness. |
2 | Darkvision | The target can see in the dark within 60 feet. |
2 | Detect Thoughts | The caster detects the superficial thoughts of a creature within 30 ft, and the deepest if the target misses a Wis. save. |
2 | Dragon's Breath | Spew a 15-ft cone that deals 3d6 acide, cold, fire, lightning, or poison damage in case of failed Dex. save (damage/lvl). |
2 | Dust Devil | Creatures within 5 ft must succeed on a Str. save or take 1d8 bludgeoning damage (damage/lvl). |
2 | Earthbind | Target within 300 ft must succeed on a Str. save or its flying speed is reduced to 0 (descends at 60 ft/round). |
2 | Enhance Ability | The target gains advantage on ability checks for one predefined ability, and other bonuses in such cases (+1 creature/lvl). |
2 | Enlarge/Reduce | Double or halve the size of a creature (Con. save) or an object. |
2 | Enthrall | Targets must succeed on a Wis. save or have disadvantage on Wisdom (Perception) checks to perceive others creatures. |
2 | Find Steed | Summon a spirit that assumes the form a steed (horse, elk, etc) telepathically linked to the caster. |
2 | Find Traps | The caster senses the presence of any trap in a 120-fr radius, but the spell don't give their location. |
2 | Flame Blade | If the spell attack hits, deals 3d6 fire damage (damage/lvl). Shed bright light in 10 ft and dim light in additional 10 ft. |
2 | Flaming Sphere | Creatures within 5 ft from a 5-ft-diameter sphere must succeed on a Dex. save or take 2d6 fire damage (damage/lvl). |
2 | Gentle Repose | Protect a corpse from decay or to become undead. |
2 | Gust of Wind | Creatures on a 60-ft-long, 10-ft-wide line mus succeed on a Str. save or be pushed 15 ft away. |
2 | Healing Spirit | Creatures in touch with the spirit gain 1d6 hp (+1d6 hp/lvl). |
2 | Heat Metal | Creatures in physical contact with the metal object take 2d8 fire damage (damage/lvl). |
2 | Hold Person | The target must succeed on a Wis. save or be paralyzed (+1 creature/lvl). |
2 | Invisibility | The target becomes invisible during 1 hour or until she attacks or casts a spell (+1 creature/lvl). |
2 | Knock | Unlock or unbar 1 object (door, chest, padlock, set of manacles, etc) or suppressed the arcane lock spell for 10 minutes. |
2 | Lesser Restoration | End one disease or one condition (blinded, deafened, paralyzed, or poisoned) on 1 creature. |
2 | Levitate | 1 creature or object that weighs up to 500 pounds rises vertically up to 20 ft then remains suspended. |
2 | Locate Animals or Plants | Give the direction and distance to a kind of beast or plant within 5 miles. |
2 | Locate Object | The caster senses the direction to the location of an objet you are familiar with, within a 1000 ft radius. |
2 | Magic Mouth | Creates a magical mouth that will repeat a message of up to 25 words when a trigger condition is met. |
2 | Magic Weapon | Turn a weapon into a +1 magic weapon for attack rolls and damage rolls (+2 or +3 bonus/lvl). |
2 | Maximilian's Earthen Grasp | The target must succeed on a Str. save or take 2d6 bludgeoning damage and be restrained. |
2 | Melf's Acid Arrow | If the spell attack hits, deals 4d4 acid damage, then 2d4 acid damage on the next round (damage/lvl). |
2 | Mind Spike | The target must succeed on a Wis. save or take 3d8 psychic damage (damage/lvl). |
2 | Mirror Image | Create 3 illusory duplicates of the caster, each of them having a CA equal to 10 + Dex.Mod and being destroyed if they are hit. |
2 | Misty Step | The caster is teleported up to 30 feet. |
2 | Moonbeam | Creatures in a 5-ft-radius, 40-ft-high cylinder must succeed on a Con. save or take 2d10 radiant damage (damage/lvl). |
2 | Nathair's Mischief | Fill a 20-ft cube with a magic effect. The random effect can be charmed, blinded, incapacitated or difficult terrain. |
2 | Nystul's Magic Aura | Reveal false information about a creature or an object that would be the target of a divination spell. |
2 | Pass Without Trace | The caster and his allies within 30 ft get a +10 bonus to Dexterity (Discretion) checks and leave behind no tracks or traces. |
2 | Phantasmal Force | Tha target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound). |
2 | Prayer of Healing | Up to 6 creatures regain 2d8+Ability.Mod (+1d8 hp/lvl). |
2 | Protection from Poison | Neutralize 1 poison in one creature, give advantage on saving throws againt being poisoned, and resistance to poison damage. |
2 | Pyrotechnics | Target flame within 60-ft and make them explode (Con. save or blinded) or spread smoke (heavily obscured). |
2 | Ray of Enfeeblement | If the spell attack hits, the target deals only half damage with a weapon attack that use Strength (Con. save). |
2 | Rime's Binding Ice | Creatures in a 30-ft cone must succeed on a Con. save or take 3d8 cold damage and its speed reduced to 0 (damage/lvl). |
2 | Rope Trick | Vertically raise a rope that lead to an extradimensional space that can hold 8 Medium creatures. |
2 | Scorching Ray | If the spell attacks hit, 3 rays deal 2d6 fire damage each (+1 ray/lvl). |
2 | See Invisibility | The caster sees invisible creatures and objects, and into the Ethereal Plane. |
2 | Shadow Blade | Create a weapon that deals 2d8 psychic damage with the finesse, light, and thrown properties (damage/lvl). |
2 | Shatter | Creatures in a 10-ft-radius sphere must succeed on a Con. save or take 3d8 thunder damage (damage/lvl). |
2 | Silence | Block all sounds within a 20-ft-radius sphere. |
2 | Skywrite | Create up to 10 words in the clouds. |
2 | Snilloc's Snowball Swarm | Creatures in a 5-ft-radius sphere must succeed on a Dex. save or take 3d6 cold damage (damage/lvl). |
2 | Spider Climb | The target can move along vertical surfaces while leaving its hands free and gains climbing speed. |
2 | Spike Growth | Creatures in a 20-ft radius (difficult terrain) take 2d4 piercing damage for every 5 ft of movement. |
2 | Spiritual Weapon | If the spell attack hits, deals 1d8+Ability.Mod force damage (damage/lvl). A bonus action allows another attack. |
2 | Suggestion | The target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences. |
2 | Summon Beast | Summon a bestial spirit, friendly (stat/lvl). |
2 | Tasha's Mind Whip | The target must succeed on an Int. save or take 3d6 psychic damage and its actions are limited (+1 target/lvl). |
2 | Warding Bond | The target gains +1 on AC, +1 on saving throws and resistance to all damage, but the caster shares damage. |
2 | Warding Wind | Create strong wind (20 miles/h) in a 10-ft radius (deafen, extinguish flames, hedge out gas, difficult terrain, etc). |
2 | Web | Create a 20-ft cube filled by thick, sticky webs (difficult terrain) that can restrain creature (Dex. save). |
2 | Zone of Truth | Creatures within a 15-ft-radius sphere must succeed on a Cha. save or can not lie. |
3 | Animate Dead | Create a skeleton from bones or a zombie from a corpse, who is under the caster control (+2 creatures/lvl). |
3 | Ashardalon's Stride | The caster gets an +20 ft explosive speed and deals 1d6 fire damage within 5 feet during his move (speed and damage/lvl). |
3 | Aura of Vitality | One target in a 30-ft radius regains 2d6 hp. |
3 | Beacon of Hope | Targets gain advantage on Wis. saving throws and death saving throws, and regain the maximum number of hp from healing. |
3 | Bestow Curse | The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl). |
3 | Blinding Smite | If the attack hits, deals an extra 3d8 radiant damage and the target must succeed on a Con. save or be blinded. |
3 | Blink | The caster has 50% of chance to switch to the Ethereal Plane, then returns to the space he vanished from on the next turn. |
3 | Call Lightning | Creatures in a 5-ft radius must succeed on a Dex. save or take 3d10 lightning damage (damage/lvl) on each turn. |
3 | Catnap | 3 willing creatures fall unconscious and gain the benefice of a short rest (+1 creature/lvl). |
3 | Clairvoyance | Create an invisible sensor in a familiar location within 1 mile, allowing to see or to hear (to choose, can switch). |
3 | Conjure Animals | Summon from 1 beast of CR 2 to 8 beasts of CR 1/4, friendly (nbr of creatures/lvl). |
3 | Conjure Barrage | Creatures in a 60-ft cone must succeed on a Dex. save or take 3d8 damage from the weapon/ammunition used. |
3 | Counterspell | In reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl). |
3 | Create Food and Water | Create 45 pounds of food and 30 gallons of water, enough to sustain 15 humanoids for 24 hours. |
3 | Crusader's Mantle | Friendly creatures in a 30-ft radius deal an extra 1d4 radiant damage when they hit with a weapon attack. |
3 | Daylight | Create a sphere that sheds bright light in a 60-ft radius and dim light in an additional 60-ft radius. |
3 | Dispel Magic | End spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl). |
3 | Elemental Weapon | A weapon becomes magical with a +1 bonus to attack rolls and deal an extra 1d4 damage of a chosen type (bonus/lvl). |
3 | Enemies Abound | The target must succeed on an Int. save or not be able to distinguish friend from foe ; all are ennemis for it. |
3 | Erupting Earth | Creatures in a 20-foot cube (difficult terrain) must succeed on a Dex. save or take 3d12 bludgeoning damage (damage/lvl). |
3 | Fear | Creatures in a 30-ft cone must succeed on a Wis. save or drop whatever they are holding, become frightened and move away. |
3 | Feign Death | The willing target appears dead to all outward inspection. |
3 | Fireball | Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl). |
3 | Flame Arrows | 12 arrows/bolts deal an extra 1d6 fire damage (+2 ammunition/lvl). |
3 | Fly | The target gets a flying speed of 60 ft (+1 creature/lvl). |
3 | Gaseous Form | The target turns into a cloud, gets a flying speed of 10 ft, and can pass through small holes. |
3 | Glyph of Warding | A glyph on an object deals 5d8 damage in a 20-ft radius (damage/lvl) or casts a 3rd level spell (lvl/lvl) when triggered. |
3 | Haste | Target's speed is doubled. It also gains a +2 bonus to AC, advantage on Dex. saves and 1 additional action. |
3 | Hunger of Hadar | Creatures in a 20-ft-radius sphere take 2d6 cold damage et must succeed on a Dex. save or take 2d6 acide damage. |
3 | Hypnotic Pattern | Creatures in a 30-ft cube must succeed on a Wis. save or be charmed and incapacitated, with a speed of 0. |
3 | Intellect Fortress | 1 creature gets resistance to psychic damage and advantage on Int., Wis. and Cha. saves ( +1 creature/lvl). |
3 | Leomund's Tiny Hut | Create a 10-ft-radius dome that can shelter and protect 9 Medium creatures with the caster. |
3 | Life Transference | The caster takes 4d8 necrotic damage and another creature gains twice the amount (+1d8 hp/lvl). |
3 | Lightning Arrow | If the attack hits, deals 4d8 Iightning damage. Creatures within 10 ft must succeed on a Dex. save or take 2d8 lightning damage. |
3 | Lightning Bolt | Creatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl). |
3 | Magic Circle | Create a 10-ft-radius, 20-ft-tall cylinder that protect from celestials, elementals, fey, fiends, and/or undead (+1 h/lvl). |
3 | Major Image | Create the image of an animated object or creature, with sounds and smells (without concentration/lvl). |
3 | Mass Healing Word | Up to 6 creatures regain 1d4+Ability.Mod (+1d4 hp/lvl). |
3 | Meld into Stone | The caster can penetrate the stone. |
3 | Melf's Minute Meteors | Creatures within 5 ft must succeed on a Dex.save or take 2d6 fire damage for each of the 6 meteors (+2 meteors/lvl). |
3 | Nondetection | Protect a creature or an object from any divination magic or magical scrying. |
3 | Phantom Steed | Create a quasi-real Large horselike creature and everything to mount it. |
3 | Plant Growth | Plants in the area grow vigorously, or over a year the plants produce twice the normal amount of food. |
3 | Protection from Energy | The target gains resistance to one damage type (acid, cold, fire, lightning, or thunder). |
3 | Remove Curse | End all curses affecting one creature or object. |
3 | Revivify | Take back to 1 hp a creature that has died within the last minute (except of old age). |
3 | Sending | Send a 25-words message to a creature you are familiar with, regardless of the distance or the plan. It can answer it. |
3 | Sleet Storm | Creatures in a 20-ft-radius, 20-ft-tall cylinder (heavily obscured) must succeed on a Dex. save or fall prone. |
3 | Slow | Up to 6 targets must succeed on a Wis. save, or have their speed and actions reduced and -2 to CA and Dex. saves. |
3 | Speak with Dead | Allow a corpse that still has a mouth and is not an undead to answer 5 questions to the caster. |
3 | Speak with Plants | The caster can communicate with plants within 30 ft, and turns difficult terrain into ordinary terrain or vice versa. |
3 | Spirit Guardians | Targets in a 15-ft radius must succeed on a Wis. save or take 3d8 radiant or necrotic damage (damage/lvl). |
3 | Spirit Shroud | If an attack hits, deals an extra 1d8 radiant, necrotic or cold damage (damage/lvl). |
3 | Stinking Cloud | Creatures in a 20-ft-radius sphere must succeed on a Con. save or spend their action that turn retching and reeling. |
3 | Summon Fey | Summon a fey spirit, friendly (stat/lvl). |
3 | Summon Lesser Demons | Summon 2 demons of CR 1 to 8 demons of CR 1/4, unfriendly (nbr of creatures/lvl). |
3 | Summon Shadowspawn | Summon an shadowy spirit, friendly (stat/lvl). |
3 | Summon Undead | Summon an undead spirit, friendly (stat/lvl). |
3 | Thunder Step | The caster teleports and creatures within 10 ft must succeed on a Con. save or take 3d10 thunder damage. |
3 | Tidal Wave | Creatures in an 30 x 10 x 10 ft area must succeed on Dex. save or take 4d8 bludgeoning damage and be knocked prone. |
3 | Tiny Servant | Transform one Tiny object into a creature with arms and legs under the caster control (+2 objects/lvl). |
3 | Tongues | The target understands and speaks any spoken language it hears. |
3 | Vampiric Touch | If the spell attack hits, deals 3d6 necrotic damage (damage/lvl) and the caster regains 50% of his hp. |
3 | Wall of Sand | Create a 30-ft-long, 10-ft-high, 10-ft-thick sand wall that blocks line of sight (blinded) but not movement. |
3 | Wall of Water | Create a 30-ft-long, 10-ft-high, 1-ft-thick wall of water that gives disadvantage on ranged attacks and halved fire damage. |
3 | Water Breathing | Up to 10 creatures gets the ability to breathe underwater. |
3 | Water Walk | Up to 10 creatures can move on a liquid surface (water, acid, mud, lava, etc) as if it were harmless solid ground. |
3 | Wind Wall | Create a 50-ft-long, 15-ft-high, 1-ft-thick wall of wind. Small flying creatures can't pass. Arrows and bolts are deflected. |
4 | Arcane Eye | Create an invisible eye with darkvision that sends the caster the mental image of what it sees. |
4 | Aura of Life | Creatures in a 30-ft radius gain resistance to necrotic damage and regain 1 hp when at 0 hp. |
4 | Aura of Purity | Creatures in a 30-ft radius can not become diseased, gain resistance to poison, and get advantage on various saving throws. |
4 | Banishment | The target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl). |
4 | Blight | The target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl). |
4 | Charm Monster | The target must succeed on a Wis. save or be charmed by the caster (duration/lvl). |
4 | Compulsion | Targets within 30 ft must succeed on a Wis. save or move in a specified direction. |
4 | Confusion | Creatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl). |
4 | Conjure Minor Elementals | Summon from 1 elemental of CR 2 to 8 elemental of CR 1/4, friendly (nbr of creatures/lvl). |
4 | Conjure Woodland Beings | Summon from 1 fey of CR 2 to 8 fey of CR 1/4, friendly (nbr of creatures/lvl). |
4 | Control Water | Control the water in a 100-ft cube (cause a flood, part the water, redirect the flow, create a whirlpool). |
4 | Death Ward | When the target drops to 0 hp for the first time, it automatically returns to 1 hp. |
4 | Dimension Door | The caster and another creature of the same size are teleported to a maximum of 500 feet. |
4 | Divination | The caster gets a truthful reply to 1 question about an event to occur within 7 days. |
4 | Dominate Beast | A beast within 60 ft must succeed on a Wis. save or be charmed and obey the launcher (duration/lvl). |
4 | Elemental Bane | The target must succeed on a Con. save or suffer an extra 2d6 damage of a specific type (+1 target/lvl). |
4 | Evard's Black Tentacles | Creatures in a 20-ft square must succeed on a Dex. save or take 3d6 bludgeoning damage and be restrained. |
4 | Fabricate | Convert raw materials into Large or smaller simples objects of the same material. |
4 | Find Greater Steed | Summon a spirit that assumes the form a steed (griffon, pegasus, etc) telepathically linked to the caster. |
4 | Fire Shield | The caster gains resistance to cold or fire damage, and deals 2d8 damage to attackers who hit him within 5 ft. |
4 | Freedom of Movement | Target's movement is unaffected by difficult terrain, spells or water. |
4 | Giant Insect | Transform insects (from 10 centipedes to 1 scorpion) into giant creatures that obey the caster's orders. |
4 | Grasping Vine | The target must succeed on a Dex. save or be pulled 20 ft toward the vine. |
4 | Greater Invisibility | The target becomes invisible for 1 minute. |
4 | Guardian of Faith | Hostiles creatures within a 10-ft radius of the created guardian must succeed on a Dex. save or take 20 radiant damage. |
4 | Guardian of Nature | Transform the caster into a Primal Beast (+10 ft, darkvision, ...) or a Great Tree (+10 hp, advantage on some rolls, ...). |
4 | Hallucinatory Terrain | Make a natural terrain looks like another type (for example a road becomes a swamp or a crevasse). |
4 | Ice Storm | Creatures in a 20-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 2d8 bludgeoning damage and 4d6 cold damage. |
4 | Leomund's Secret Chest | Hide a chest (3 x 2 x 2 ft) and its contents in the Ethereal Plane. |
4 | Locate Creature | The caster senses the direction in which a familiar creature is within a 1000-ft radius. |
4 | Mordenkainen's Faithful Hound | Summon an invisible watchdog that barks when a creature approaches and attacks it (4d8 piercing damage). |
4 | Mordenkainen's Private Sanctum | Create a secure cube up to 100 ft on each side. The type of protection is to choose (+100 ft on each side/lvl). |
4 | Otiluke's Resilient Sphere | The Large size or smaller target must succeedd on a Dex. save or be enclosed for the spell duration. |
4 | Phantasmal Killer | The target must succeed on a Wis. save or be frightened then take 4d10 psychic damage (damage/lvl) on each of it's turn. |
4 | Polymorph | Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level. |
4 | Raulothim's Psychic Lance | The target must succeed on a Int. save or take 7d6 psychic damage and be incapacitated (damage/lvl). |
4 | Shadow of Moil | Tha caster gains resistance to radiant damage and deals 2d8 necrotic damage to creatures that hit him with an attack. |
4 | Sickening Radiance | Creatures in a 30-ft radius must succeed on a Con. save or take 4d10 radiant damage and one level of exhaustion. |
4 | Staggering Smite | If the attack hits, deals an extra 4d6 pyschic damage and the target must succeed on a Wis. save or have a disadvantage. |
4 | Stone Shape | Give a stone no more than 5 ft in any dimension any shape, or create an opening in it. |
4 | Stoneskin | The target gets resistance to nonmagical bludgeoning, piercing, and slashing damage. |
4 | Storm Sphere | Creatures in a 20-ft-radius sphere must succeed on a Str. save or take 2d6 bludgeoning damage (damage/lvl). |
4 | Summon Aberration | Summon an aberrant spirit, friendly (stat/lvl). |
4 | Summon Construct | Summon the spirit of a construct, friendly (stat/lvl). |
4 | Summon Elemental | Summon an elemental spirit, friendly (stat/lvl). |
4 | Summon Greater Demon | Summon 1 demon of CR 5, friendly (CR +1/lvl). |
4 | Vitriolic Sphere | Creatures within 20-ft must succeed on a Dex. save or take 10d4 acid damage (damage/lvl) then 5d4 acid damage on its turn. |
4 | Wall of Fire | Create a 60 x 20 x 1 ft wall of fire. Creatures inside or within 10ft of one side of the wall take 5d8 fire damage (damage/lvl). |
4 | Watery Sphere | Up to 4 Medium creatures or 1 Large creature in a 10-ft radius must succeed on a Str. save or be restrained. |
5 | Animate Objects | Animate up to 10 non-magic objects and control their actions up to 500 ft (+2 items/lvl). |
5 | Antilife Shell | Prevent creatures other than undead and constructs from entering in a 10-ft radius. |
5 | Awaken | Give a beast or plant (Intelligence 3 or less) the ability to speek and senses similar to a human's for 30 days. |
5 | Banishing Smite | If the weapon attack hits, deal an extra 5d10 force damage. Target reduced to 50 hp or fewer this way are banised. |
5 | Bigby's Hand | Create a Large hand with a Strength of 26 that can strike (4d8 force damage), push, grapple, or protect (damage/lvl). |
5 | Circle of Power | Friendly creatures in a 30-ft radius have advantage on saving throws against spells and other magicial effects. |
5 | Cloudkill | Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl). |
5 | Commune | Allow to obtain from a divine entity the answers (yes or no) to 3 questions. |
5 | Commune with Nature | The caster gets 3 informations about the surrounding territory. Doesn't function in dungeons or towns. |
5 | Cone of Cold | Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl). |
5 | Conjure Elemental | Summon 1 elemental of CR 5, friendly (CR +1/lvl). |
5 | Conjure Volley | Creatures in a 40-ft-radius, 20-ft-high cylinder must succeed on a Dex. save or take 8d8 damage from the weapon/ammunition used. |
5 | Contact Other Plane | Contact an extraplanar entity to ask it 5 questions if an Int. save is successful. Otherwise, 6d6 psychic damage. |
5 | Contagion | If the spell attack hits, target is afflicted with a disease to choose from 6 proposed. |
5 | Control Winds | Controls air in a 100-ft cube and produce an effect (Gusts, Downdraft or Updraft). |
5 | Creation | Create a non-living object made of vegetable matter or mineral and no larger than a 5-ft cube (+5 ft/lvl). |
5 | Danse Macabre | Up to 5 Small or Medium corpses become zombie or skeleton under the caster control (+2 corpses/lvl). |
5 | Dawn | Creatures in a 30-ft-radius, 40-ft-high cylinder must succeed on a Con. save or take 4d10 radiant damage. |
5 | Destructive Wave | Targets in a 30-ft radius must succeed on a Con. save or take 5d6 thunder damage and 5d6 radiant or necrotic damage. |
5 | Dispel Evil and Good | End a condition (charmed, frightened, or possessed) or bannish a creature to its home plane (Cha. save). |
5 | Dominate Person | One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl). |
5 | Dream | Shape the dreams of a sleeping creature who can take 3d6 psychic damage if it fails on a Wis. save. |
5 | Enervation | The target must succeed on a Dex. save or take 4d8 necrotic damage each turn (+1d8/lvl). |
5 | Far Step | Teleport the caster up to 60 ft on each round with a bonus action. |
5 | Flame Strike | Creatures in a 10-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 4d6 fire and 4d6 radiant (damage/lvl). |
5 | Geas | The target must succeed on a Wis. save or be charmed and take 5d10 psychic if it doesn't obey (duration/lvl). |
5 | Greater Restoration | End one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level. |
5 | Hallow | Prevent celestials, elementals, fey, fiends, and undead to enter a 60-ft-radius area and protect/handicap the targets. |
5 | Hold Monster | Target must succeed on a Wis. save or be paralyzed (+1 creature/lvl). |
5 | Holy Weapon | The touched weapon shines, deals an extra 2d8 radiant damage, and can burst on a 30-ft radius (Save or 4d8 radiant). |
5 | Immolation | The target within 90 ft must succeed on a Dex. save or take 8d6 fire damage and 4d6 fire damage thereafter. |
5 | Infernal Calling | Summon 1 devil CR 6 unfriendly (CR +1/lvl). |
5 | Insect Plague | Creatures in a 20-ft-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl). |
5 | Legend Lore | The caster obtains information about a person, place, or object. The lore consist of tales or stories. |
5 | Maelstrom | Creatures in a 30-ft radius must succeed on a Str. save or take 6d6 bludgeoning damage and be pulled towards the center. |
5 | Mass Cure Wounds | Up to 6 creatures regain 3d8+Ability.Mod (+1d8 hp/lvl). |
5 | Mislead | The caster becomes invisible and creates a double that moves, acts and speaks. The caster can see and hear through this double. |
5 | Modify Memory | The target must succeed on a Wis. save or be charmed and its memory altered (seniority of memories/lvl). |
5 | Negative Energy Flood | The target must succeed on a Con. save or take 5d12 necrotic damage. Killed that way, the target rises as a zombi. |
5 | Passwall | Open a 5-ft wide, 8-ft tall, 20-ft deep passage through stone, wood or plaster. |
5 | Planar Binding | The target (celestial, elemental, fey, or fiend) must succeed on a Cha. save or serve the caster (duration/lvl). |
5 | Raise Dead | Take back to life (1 hp) a creature died for no longer than 10 days. Doesn't restore missing body parts. |
5 | Rary's Telepathic Bond | Create a telepathic link between up to 8 people in a 30-ft radius for 1 hour. |
5 | Reincarnate | Reincarnate the soul of an humanoid died for no longer than 10 days. The race of the new body is determined at random. |
5 | Scrying | Allow you to see and hear a specific creature (can also target a location) on the same plane (Wis. save). |
5 | Seeming | Change physical appearance as well as clothing and equipment of targets (saving throw for unwilling). |
5 | Skill Empowerment | The target doubles its proficiency bonus for one skill. |
5 | Steel Wind Strike | If the spell attack hits, deals 6d10 force damage to 5 creatures, then the caster teleports. |
5 | Summon Celestial | Summon a celestial spirit, friendly (stat/lvl). |
5 | Summon Draconic Spirit | Summon 1 draconic spirit (chromatic, gem, or metallic), friendly (stat/lvl). |
5 | Swift Quiver | Make a quiver to produce an endless supply of nonmagical ammunition, allowing 2 attacks per round with a bonus action. |
5 | Synaptic Static | Creatures in a 20-ft radius must succeed on an Int. save or take 8d6 psychic damage. |
5 | Telekinesis | Move a creature (Huge or smaller) or object (up to 1,000 pounds) by thought in case of successful contest. |
5 | Teleportation Circle | Create a circle that allows anyone to be teleported to another teleportation circle known to the caster. |
5 | Transmute Rock | Transform a 40-ft cube of rock into mud or of mud into rock. |
5 | Tree Stride | The caster can move from one tree to another tree of the same kind (500 ft max between both) using 5 ft. |
5 | Wall of Force | Create a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage. |
5 | Wall of Light | Create a 60-ft-long, 10-ft-high, 5-ft-thick wall of light that can deal 4d8 radiant damage to one target (damage/lvl). |
5 | Wall of Stone | Create a nonmagical wall of stone (ten 10-ft panels) that can be damaged. |
5 | Wrath of Nature | Animate trees, rocks, and grasses in a 60 x 60 x 60 ft cube. |
6 | Arcane Gate | Create 2 portals (max 500 ft between them) and allow teleport from one to the other. |
6 | Blade Barrier | Create a 100 x 20 x 5 ft wall that provides three-quarters cover and can inflict 6d10 slashing damage if passed through. |
6 | Bones of the Earth | Create up to 6 vertical 5 x 30 ft pillars of stone (+2 pillars/lvl). Possibility of crushing creatures to the ceiling. |
6 | Chain Lightning | Up to 4 different targets must succeed on a Dex. save or take 10d8 lightning damage (+1 target/lvl). |
6 | Circle of Death | Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 8d6 necrotic damage (damage/lvl). |
6 | Conjure Fey | Summon 1 fey of CR 6, friendly (CR +1/lvl). |
6 | Contingency | Condition the activation of a 5th level spell or lower that can target the caster. |
6 | Create Homunculus | Create one homunculus and the caster can transfer his hit points to it up to his next long rest. |
6 | Create Undead | Up to 3 Medium or Small humanoids corpses become a ghoul who obey the caster for 24 h (nbr and type of creatures/lvl). |
6 | Disintegrate | The target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated. |
6 | Drawmij's Instant Summons | Mark a 10 pounds or less object and allow to teleport it into the caster hand, wherever it is, if not held. |
6 | Druid Grove | Protect a 30 x 30 x 30 ft area with fog, vines, animated trees, or other effects. |
6 | Eyebite | The target in a 60-ft radius must succeed on a Wis. save or take on a the following effects: asleep, panicked or sickened. |
6 | Find the Path | Determine the shortest and most direct physical path to reach a known destination. |
6 | Fizban's Platinum Shield | The caster gains half cover, resistance to acid, cold, fire, lightning, and poison damage, and Evasion. |
6 | Flesh to Stone | The target within 60 ft must succeed on a Con. save or be restrained, or petrified after 3 failures. |
6 | Forbiddance | Prevent teleporting to the protected area and inflicts 5d10 radiant or necrotic damage to some type of creatures. |
6 | Globe of Invulnerability | Block 5th level spells or lower within a 10-ft radius (threshold/lvl). |
6 | Guards and Wards | Create a ward that protect a 50-ft square. Can set a password to immunize individuals. |
6 | Harm | The target must succeed on a Con. save or take 14d6 necrotic damage. The spell can't kill it however. |
6 | Heal | 1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl). |
6 | Heroes' Feast | Produce a feast for 12 guests that cures diseases, immunizes to poison and increases hp by 2d10 for 24 hours. |
6 | Investiture of Flame | Creatures in a 15-ft-long line must succeed on a Dex. save or take 4d8 fire damage. Immunity and resistance to caster. |
6 | Investiture of Ice | Creatures in a 15-ft cone must succeed on a Con. save or take 4d6 cold damage. Immunity and resistance to caster. |
6 | Investiture of Stone | Creatures in a 15-ft radius must succeed on a Dex. save or be knocked prone. Resistance and move across earth/stone. |
6 | Investiture of Wind | Creatures in a 15-ft cube must succeed on a Con. save or take 2d10 bludgeoning damage. Flying speed 60 ft. |
6 | Magic Jar | The caster projects his soul into an urn and then returns to his body or possesses a humanoid body. |
6 | Mass Suggestion | Up to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl). |
6 | Mental Prison | The target must succeed on an Int. save or take 5d10 psychic damage and believe to be surrounded by fire or other hazard. |
6 | Move Earth | Shape dirt, sand, or clay, but not stone (raise, lower, flatten, create a trench, etc) in a 40-ft square in 10 min. |
6 | Otiluke's Freezing Sphere | Creatures in a 60-ft-radius sphere must succeed on a Con. save or take 10d6 cold damage (damage/lvl). |
6 | Otto's Irresistible Dance | The target must succeed on a Wis. save or dance (disadvantage on Dex. save and attack rolls). |
6 | Planar Ally | Summon a celestial, elemental, or fiend that will help the caster in exchange for payment (1000 gp/h, sacrifice, quest, etc). |
6 | Primordial Ward | The caster gets resistance to acid, cold, fire, lightning, and thunder damage or immunity to a single type. |
6 | Programmed Illusion | Create the image of an animated object or creature, with sounds, for 5 min, with a triggering condition. |
6 | Scatter | Up to 5 creatures are teleported (Wis. save if unwilling) within 120 ft. |
6 | Soul Cage | Snatch a soul to regain hp, ask it a question, get advantage on a roll, or see a place it saw in life. |
6 | Summon Fiend | Summon a fiendish spirit, friendly (stat/lvl). |
6 | Sunbeam | Creatures on a 5-ft-wide, 60-ft-long line must succeed on a Con. save or take 6d8 radiant damage and be blinded. |
6 | Tasha's Otherworldly Guise | The caster gains several immunities, a flight speed, an AC bonus, his weapons are magical and he can attack twice. |
6 | Tenser's Transformation | The caster gains 50 hp, advantage on attack rolls, an extra 2d12 force damage, martial proficiencies and two attacks per round. |
6 | Transport via Plants | The caster can move from one plant to another plant (Large or larger) using 5 ft. |
6 | True Seeing | The target gets truesight, sees magic secret doors and in the Ethereal Plane. |
6 | Wall of Ice | Create a wall of ice (ten 10-ft panels) that can be damaged and can inflict 5d6 cold damage if passed through (damage/lvl). |
6 | Wall of Thorns | Create an 60-ft-long, 10-ft-high, 5-ft-thick wall of brush that slows movement and can inflict 7d8 piercing damage (damage/lvl). |
6 | Wind Walk | The caster and up to 10 creatures assume gaseous form (flying speed of 300 ft and resistance to damage from nonmagical weapon). |
6 | Word of Recall | The caster and up to 5 other creatures are teleported to a previously designated sanctuary. |
7 | Conjure Celestial | Summon 1 celestial of CR 4, friendly (CR +1/lvl). |
7 | Crown of Stars | If the spell attack hits, 7 motes deal 4d12 radiant damage each (+1 mote/lvl). |
7 | Delayed Blast Fireball | Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 12d6 fire damage (damage/lvl). |
7 | Divine Word | Targets must succeed on a Cha. save or suffer an effect (deafened, blinded, etc). Some creatures are banned. |
7 | Draconic Transformation | The caster gains blindsight (30 ft), breath weapon (6d8 force damage in a 60-ft cone) and wings (flying speed of 60 ft). |
7 | Dream of the Blue Veil | The caster and up to 8 creatures are transported to another world on the Material Plane. |
7 | Etherealness | The caster is projected into the Ethereal Plane (nbr of creatures/lvl). |
7 | Finger of Death | The target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command. |
7 | Fire Storm | Creatures in ten 10-ft cube must succeed on a Dex. save or take 7d10 fire damage. |
7 | Forcecage | Creates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only. |
7 | Mirage Arcane | Tansform the appearance (sight, sound, smell and feel) of a 1 mile square. |
7 | Mordenkainen's Magnificent Mansion | Create an extradimensional mansion with all the comforts that can shelter the caster and other creatures. |
7 | Mordenkainen's Sword | If the spell attack hits, deals 3d10 force damage. The sword can move. |
7 | Plane Shift | The caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save). |
7 | Power Word Pain | The target (100 hp max) has its speed reduced to 10 ft, disadvantage on d20 rolls and has to make a Con. save to cast spells. |
7 | Prismatic Spray | Creatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type. |
7 | Project Image | Create a copy of the caster that mimics him, moves and emits sounds. The caster can see and hear through this double. |
7 | Regenerate | The target regains 4d8+15 hp then 1 hp per round and its severed members are restored. |
7 | Resurrection | Take back to life (all hp) a creature died for no longer than 100 years (except of old age). Restore any missing body parts. |
7 | Reverse Gravity | Invert gravity in a 50-ft-radius, 100-ft-high cylinder. |
7 | Sequester | Protect a willing creature (who becomes invisible and unconscious) or an object from divination spells. |
7 | Simulacrum | Create a duplicate of a beast or humanoid with the same abilities, half of the hp and without equipment. |
7 | Symbol | Set the trigger and the effect of a glyph on an object (death, discord, fear, hopelessness, insanity, pain, sleep, etc). |
7 | Teleport | The caster and 8 creatures are teleported anywhere on the same plane. Risk of failure depending on the destination familiarity. |
7 | Temple of the Gods | Let erupt a temple dedicated to a god on a 120 x 120 ft area for 1 day. |
7 | Whirlwind | Creatures in a 10-ft-radius, 30-foot-high cylinder must succeed on a Dex. save or take 10d6 blunt damage. |
8 | Abi-Dalzim's Horrid Wilting | Creatures in a 30-foot cube must succeed on a Con. save or take 12d8 necrotic damage. Plants wither and die. |
8 | Animal Shapes | Willing targets within 30 ft turn into beasts of FP 4 or lower. |
8 | Antimagic Field | Create a 10-ft-radius sphere in which spells and magic items no longer work. |
8 | Antipathy/Sympathy | Attract or repel (Wis. save in order to not be attracted or scared) a kind of creature designated within 60 ft. |
8 | Clone | Create in 120 days the inert double of a living creature. If the original creature dies, its soul is transferred to the clone. |
8 | Control Weather | Modify gradually the climatic conditions outdoors (precipitation, temperature and wind force). |
8 | Demiplane | Create a door that leads to a demiplane (30-ft cube). Creatures still in the demiplane at the end of the spell are trapped. |
8 | Dominate Monster | The target must succeed on a Wis. save or be charmed and obey the caster (duration/lvl). |
8 | Earthquake | Creatures in a 100-ft radius must succeed on a Dex. save or be knocked prone. Cause damage to structures. |
8 | Feeblemind | The target take 4d6 psychic damage and must succeed on an Int. save or his Charisma and Intelligence scores become 1. |
8 | Glibness | Give 15 to a Charisma check and hides the lies during a magic detection. |
8 | Holy Aura | Targets in a 30-ft radius have advantage on saving throws. Other creatures have disadvantage on attack rolls against them. |
8 | Illusory Dragon | Creatures that see this illusory Huge dragon must succedd on a Wis. save or be frightened for 1 min. |
8 | Incendiary Cloud | Creatures in a 20-ft-radius sphere must succeed on a Dex. save or take 10d8 fire damage. |
8 | Maddening Darkness | Creatures in a 60-ft-radius sphere of darkness must succeed on a Wis. save or take 8d8 psychic damage. |
8 | Maze | Banish a creature into a labyrinthine demiplane. Intelligence check to escape before the end of the spell. |
8 | Mighty Fortress | Let erupt a forteresse of stone on a 120 x 120 ft area for 7 days. |
8 | Mind Blank | The target is immune to psychic damage, reading thoughts, divination spells, and the charmed condition. |
8 | Power Word Stun | The target (150 hp or fewer) is stunned until it succeeds on a Con. save. |
8 | Sunburst | Creatures in a 60-ft radius must succeed on a Con. save or take 12d6 radiant damage and be blinded for 1 min. |
8 | Telepathy | Comunicate via telepathy with a known and willing creature on the same plane of existence. |
8 | Tsunami | Creatures in a 300-ft-long, 300-ft-high, 50-ft-thick area must succeed on a Str. save or take 6d10 bludgeoning damage. |
9 | Astral Projection | The caster and up to 8 creatures are projected into the Astral Plane. |
9 | Blade of Disaster | Make 2+2 melee spell attacks that deal on a hit 4d12 force damage each. |
9 | Foresight | 1 creature sees its near future, can not be surprised and has advantage on his rolls. Attacks against it have disadvantage. |
9 | Gate | Create a portal to another plan. Also allows to summon a creature from another plane. |
9 | Imprisonment | The target within 30 ft must succeed on a Wis. save or be held prisoner. The form is to choose from 6 options. |
9 | Invulnerability | The caster gains immunity to all damage. |
9 | Mass Heal | Several creatures regain a total of 700 ph and are cured of diseases, blindness, and deafness. |
9 | Mass Polymorph | Transform up to 10 creatures into new beast forms whose CR/level are equal to or less than the target's CR/level. |
9 | Meteor Swarm | Creatures in a 40-ft-radius sphere must succeed on a Dex. save or take 20d6 fire damage and 20d6 bludgeoning damage. |
9 | Power Word Heal | The target regains all its hp and charmed, frightened, paralyzed, and stunned conditions end. |
9 | Power Word Kill | The target (100 hp or fewer) dies! |
9 | Prismatic Wall | Create a multi-layered wall that inflicts different effects and damage depending on the layer. |
9 | Psychic Scream | Up to 10 creatures must succeed on an Int. save or take 14d6 psychic damage. |
9 | Shapechange | The caster takes the form of a creature he has seen at least once with a CR equal to its level or lower. |
9 | Storm of Vengeance | Creatures in a 360-ft radius must succeed on a Con. save or be deafened and suffer various damage and effects. |
9 | Time Stop | Stop the time during 1d4+1 turns for everyone except for the caster. |
9 | True Polymorph | Transform a creature or object into a new form (creature <-> object) of FP/level at most equal to the FP/level of the crea |
9 | True Resurrection | Take back to life (all hp) a creature died for no longer than 200 years (except of old age), even without the original body. |
9 | Weird | Creatures in a 30-ft-radius sphere must succeed on a Wis. save or be frightened and take 4d10 psychic damage each turn. |
9 | Wish | Duplicate a 8th level spell or lower without components, or create another effect at the MD discretion. |