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.

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. The spells can be also sorted by damage or effect. 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

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]
0Acid Splash1 or 2 creatures within 5 feet must succeed on a Dex. save or take 1d6 acid damage (damage/lvl).
0Blade WardThe caster gets resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
0Booming BladeIf a weapon attack hits, deals 1d8 thunder damage if the target moves (damage/lvl).
0Chill TouchIf the spell attack hits, deals 1d8 necrotic damage (damage/lvl) and the target can't regain hp immediately.
0Control FlamesControl nonmagical fires to expand, extinguish, enlarge, shape simple forms, etc.
0Create BonfireCreatures in a 5-ft cube must succeed on a Dex. save or take 1d8 fire damage (damage/lvl).
0Dancing LightsCreate up to 4 torch-sized lights that shed dim light in a 10-ft radius and can be moved later up to 60 ft.
0DruidcraftProvide various minor effects related to nature (weather forecast, flowering, sensory effect, etc).
0Eldritch BlastIf the spell attack hits, deals 1d10 force damage (nbr of beam/lvl).
0Fire BoltIf the spell attack hits, deals 1d10 fire damage (damage/lvl). An object can ignite.
0FriendsThe casters gets advantage on all Charisma checks directed at one chosen creature that isn't hostile toward him.
0FrostbiteThe target must succeed on a Con. save or take 1d6 cold damage and have disadvantage on next attack roll (damage/lvl).
0Green-Flame BladeIf a weapon attack hits, deals also fire damage equal to Ability.Mod to another creature (damage/lvl) within 5 ft.
0GuidanceThe target can add 1d4 to one ability check of its choice.
0GustControl air to move objects or creatures (Medium or smaller) or create harmless sensory effects.
0InfestationThe target must succeed on a Con. save or take 1d6 poison damage and move 5 ft in a random direction (damage/lvl).
0LightMake an object to shed bright light in a 20-ft radius and dim light in an additional 20-ft radius.
0Lightning LureThe target must succeed on a Str. save or take 1d8 lightning damage and be pulled up to 10 ft.
0Mage HandCreate a spectral hand that can in a 30-ft radius manipulate an object, open a door, stow an item, etc.
0Magic StoneUp to 3 pebbles deal 1d6+Ability.Mod bludgeoning damage if the spell attack hits.
0MendingRepair break or tear in an object (broken chain link, two halves of a broken key, torn cloak, leaking wineskin, etc).
0MessageThe 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.
0Mind SliverThe target must succeed on an Int. save or take 1d6 psychic damage (damage/lvl).
0Minor IllusionCreate a sound or an immobile image of an object no larger than a 5-ft cube.
0Mold EarthControl dirt or stone to excavate, shape, turn it into difficult terrain, etc.
0Poison SprayThe target must succeed on a Con. save or take 1d12 poison damage (damage/lvl).
0PrestidigitationMinor magical trick (sensory effect, light a torch, clean an object, warm, make a symbol appear, create a trinket, etc).
0Primal SavageryIf the melee spell attack hits, deals 1d10 acid damage (damage/lvl).
0Produce FlameIf the spell attack hits, deals 1d8 fire damage (damage/lvl). Shed bright light in 10 ft and dim light in additional 10 ft.
0Ray of FrostIf the spell attack hits, deals 1d8 cold damage (damage/lvl) and the target's speed is reduced by 10 ft.
0ResistanceThe target can add 1d4 to one saving throw of its choice.
0Sacred FlameThe target must succeed on a Dex. save or take 1d8 radiant damage (damage/lvl).
0Shape WaterControl water to obtain various minor effects such as changing color, freezing, changing the flow, etc.
0ShillelaghMake magical a wooden weapon. Its damage become a d8 and the caster can use his spellcasting ability instead of Strength.
0Shocking GraspIf the spell attack hits, deals 1d8 lightning damage (damage/lvl) and the target can't take reactions.
0Spare the Dying1 living creature with 0 hit points becomes stable.
0Sword BurstCreatures in a 5-ft-radius must succeed on a Dex. save or take 1d6 force damage (damage/lvl).
0ThaumaturgyCreate various minor effects to impress or distract creatures.
0Thorn WhipIf the attack hits, deals 1d6 piercing damage and pull the target (Larger or smaller) up to 10 ft (damage/lvl).
0ThunderclapCreatures within 5 ft must succeed on a Con. save or take 1d6 thunder damage (damage/lvl).
0Toll the DeadThe target must succeed on a Wis. save or take 1d8 or 1d12 necrotic damage (damage/lvl).
0True StrikeThe caster gains advantage on his first attack roll against a target.
0Vicious MockeryThe target must succeed on a Wis. save or take 1d4 psychic damage and have disadvantage on its attack roll (damage/lvl).
0Word of RadianceCreatures in a 5-ft-radius must succeed on a Con. save or take 1d6 radiant damage (/lvl).
1Absorb ElementsThe caster has resistance to the damage received and deals 1d6 extra damage of the same type on his next attack (damage/lvl).
1AlarmAlert the caster or activate an alarm if a Tiny or larger creature enters a warded 20-ft cube.
1Animal FriendshipA beast with Intelligence 3 or less must succeed on a Wis. save or be charmed (+1 beast/lvl).
1Armor of AgathysThe caster gains 5 temporary hp and creatures who hits him with a melee attack take 5 cold damage (+5 hp and damage/lvl).
1Arms of HadarCreatures in a 10-ft radius must succeed on a Str. save or take 2d6 necrotic damage (damage/lvl)
1BaneUp to 3 targets must succeed on a Cha. save or subtract 1d4 from their attack roll or saving throw (+1 creature/lvl).
1Beast BondCreate a telepathic link with one beast to communicate with it.
1BlessUp to 3 targets can add 1d4 to their attack roll or saving throw (+1 creature/lvl).
1Burning HandsCreatures in a 15-ft cone must succeed on a Dex. save or take 3d6 fire damage (damage/lvl).
1CatapultThe target must succeed on Dex. save or take 3d8 bludgeoning damage of an object up to 5 pounds (+5 pounds and +1d8/lvl).
1Cause FearThe target must succeed on a Wis. save or becomes frightened (nbr of targets/lvl).
1CeremonyPerform a religious ceremony (bless water, give bonus to AC, ability check, saving throw, etc).
1Chaos BoltIf the attack hits, deals 2d8 + 1d6 damage of a random type (damage/lvl). Rebound if double 8.
1Charm PersonThe humanoid target must succeed on a Wis. save or be charmed by the caster (+1 creature/lvl).
1Chromatic OrbIf the spell attack hits, deals 3d8 damage of a previously determined type (damage/lvl)
1Color Spray6d10 creatures hp are dazzled in ascending order of their current hp (+2d10 hp/lvl).
1CommandThe target must succeed on a Wis. save or follow your order as Approach, Drop, Flee, Fall, Halt, etc (+1 creature/lvl).
1Compelled DuelThe target must succeed on a Wis. save or get a disadvantage on attack rolls against creatures other than the caster.
1Comprehend LanguagesThe caster understands any spoken and written (1 min/page) language. Doesn't decode secret messages.
1Create or Destroy WaterCreate or destroy up to 10 gallons of water (+10 gallons/lvl).
1Cure Wounds1 creature regains 1d8+Ability.Mod (+1d8 hp/lvl).
1Detect Evil and GoodThe caster senses and locates aberration, celestial, elemental, fey, fiend, or undead within 30 ft.
1Detect MagicThe caster senses the presence of magic in a 30-ft radius and learns its school of magic.
1Detect Poison and DiseaseThe caster senses and identifies poison, poisonous creature, or disease within 30 ft.
1Disguise SelfModify the appearance of the caster (its physical and its equipment) thanks to an illusion.
1Dissonant WhispersThe target must succeed on a Wis. save or take 3d6 psychic damage and move away (damage/lvl).
1Divine FavorIf a weapon attack hits, deals an extra 1d4 radiant damage.
1Earth TremorCreatures in a 10-foot radius must succeed on a Dex. save or take 1d6 bludgeoning damage and be knocked prone (damage/lvl).
1Ensnaring StrikeThe target must succeed on a Str. save or be restrained and take 1d6 piercing damage (damage/lvl).
1EntangleCreatures in a 20-ft square (difficult terrain) must succeed on a Str. save or be restrained.
1Expeditious RetreatThe caster can take the Dash action by using a bonus action.
1Faerie FireCreatures in a 20-ft cube must succeed on a Dex. save or grant advantage against them to attackers.
1False LifeThe caster gains 1d4+4 temporary hit points (+5 hp/lvl).
1Feather FallUp to 5 creatures fall at 60 feet per round and take no falling damage before the spell ends.
1Find FamiliarSummon a small animal that obeys the caster and telepathically shares his senses with him.
1Fog CloudMakes an area heavily obscured in a 20-ft-radius sphere (+20 ft/lvl).
1GoodberryCreate up to 10 berries that restore 1 hp each and keep their power for 24 hours.
1GreaseCreatures in a 10-ft square (difficult terrain) must succeed on a Dex. save or fall prone.
1Guiding BoltIf the spell attack hits, deals 4d6 radiant damage (damage/lvl) and the next attack roll will have advantage.
1Hail of ThornsCreatures in a 5-ft radius must succeed on a Dex. save or take 1d10 piercing damage (damage/lvl).
1Healing Word1 creature regains 1d4+Ability.Mod (+1d4 hp/lvl).
1Hellish RebukeThe target must succeed on a Dex. save or take 2d10 fire damage (damage/lvl).
1HeroismThe target is immune to being frightened and gains temporary hp equal to its Ability.Mod each turns (+1 creature/lvl).
1HexIf an attack hits, deals an extra 1d6 necrotic damage. Disadvantage on achosem ability check (duration/lvl).
1Hunter's MarkThe target take an extra 1d6 damage and caster has advantage on Wisdom (Perception/Survival) checks to find it (duration/lvl).
1Ice KnifeIf the spell attack hits, deals 1d10 piercing damage + Dex. save or 2d6 cold damage (damage/lvl) within 5 ft.
1IdentifyThe caster obtains properties of a magic item (attunement, charges) or knows if an item or a creature is affected by a spell.
1Illusory ScriptWrite a secret message that can only be read by a designated target or a creature with truesight.
1Inflict WoundsIf the spell attack hits, deals 3d10 necrotic damage (damage/lvl).
1JumpThe target gets a jump distance multiplicated by 3.
1LongstriderThe target gets a speed increased by 10 ft (+1 creature/lvl).
1Mage ArmorThe target, willing and not wearing armor, gets an AC equal to 13+Dex.Mod.
1Magic Missile3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).
1Protection from Evil and GoodThe target is protected (disadvantage on attack rolls) against aberrations, celestials, elementals, fey, fiends, and undead.
1Purify Food and DrinkPurified and rendered free of poison and disease nonmagical food and drink in a 5-ft-radius sphere.
1Ray of SicknessIf the attack hits, deals 2d8 poison damage (damage/lvl) and the target can be poisoned (Con. save).
1SanctuaryThe target force a Wis. save to avoid attacks or harmful spells that target it directly.
1Searing SmiteIf the attack hits, deals an extra 1d6 fire damage and ignite the target (damage/lvl).
1ShieldIn reaction, the caster gains a +5 bonus to AC and take no damage from the magic missile spell.
1Shield of FaithThe target gets a +2 bonus to AC.
1Silent ImageCreate the image of an object or a creature (without sound and no larger than a 15-ft cube) and lets it move.
1Sleep5d8 hp of creatures fall unconscious, starting with the creature with the lowest current hp (+2d8 hp/lvl).
1SnareCreate a magic trap (Dex. save or the Small to Large size creature is hoisted into the air).
1Speak with AnimalsThe caster communicates with beats that can share information or help.
1Tasha's Caustic BrewCreatures on a 30-ft-long, 5-ft-wide line must succeed on a Dex. save or taker 2d4 acid damage (damage/lvl).
1Tasha's Hideous LaughterThe target must succeed on a Wis. save or falls into fits of laughter, fall prone and becoming incapacitated.
1Tenser's Floating DiskCreate a floating 3-ft-diameter disk that can support up to 500 pounds and follows the caster.
1Thunderous SmiteIf the attack hits, deals an extra 2d6 thunder damage, and target must succeed on a Str. save or be pushed and knocked prone.
1ThunderwaveCreatures in a 15-ft cube must succeed on a Con. save or take 2d8 thunder damage (damage/lvl).
1Unseen ServantCreate an invisible servant who performs simple tasks (bring something back, clean up, maintain a fire, serve at table, etc).
1Witch BoltIf the spell attack hits, deals 1d12 lightning damage (damage/lvl) on each round.
1Wrathful SmiteIf the attack hits, deals an extra 1d6 psychic damage and the target must succeed on a Wis. save or be frightened.
1Zephyr StrikeThe caster's movement (+30 ft) doesn't provoque OA and he gets advantage on one attack roll that deals an extra 1d8 force.
2Aganazzar's ScorcherCreatures on a 30-ft-long, 5-ft-wide line must succeed on a Dex. save or taker 3d8 fire damage (damage/lvl).
2AidUp to 3 creatures increase their hp maximum and current hp by 5 (+5 hp/lvl).
2Alter SelfGive a new form depending on the chosen option (Aquatic Adaptation, Change Appearance, or Natural Weapons).
2Animal MessengerA Tiny beast travels to deliver a 25 words message to a target (+48 h/lvl).
2Arcane LockLock an objet (door, window, chest, etc) and the caster can set a password to suppresses the spell for 1 minute.
2AuguryThe caster obtains an omen about the result of an action within the next 30 min (weal, woe, both or nothing).
2BarkskinThe target's AC can't be less than 16.
2Beast SenseThe caster can see/hear/feel through the senses of a willing beast.
2Blindness/DeafnessThe target must succeed on a Con. save or become blinded or deafened (+1 creature/lvl).
2BlurThe caster's body becomes blurred and creatures that attack him have disadvantage on attack rolls against him.
2Branding SmiteIf a weapon attack hits, deals an extra 2d6 radiant damage and the target sheds dim light in 5-ft radius (damage/lvl).
2Calm EmotionsCreatures in a 20-foot-radius sphere must succeed on a Cha. save or no longer be charmed/frightened, or be indifferents.
2Cloud of DaggersCreatures in a 5-ft cube take automatically 4d4 slashing damage (damage/lvl).
2Continual FlameCreate a flame that produces a light equivalent in brightness to a torch, but does not emit any heat.
2Cordon of Arrows4 ammunition deal 1d6 piercing damage if the target doesn't succeed on a Dex. save (nbr of ammunition/lvl).
2Crown of MadnessThe target must succeed on a Wis. save or be charmed. It then can attack a target designated by the caster.
2DarknessFill a 15-ft-radius sphere of magical darkness.
2DarkvisionThe target can see in the dark within 60 feet.
2Detect ThoughtsThe caster detects the superficial thoughts of a creature within 30 ft, and the deepest if the target misses a Wis. save.
2Dragon's BreathSpew a 15-ft cone that deals 3d6 acide, cold, fire, lightning, or poison damage in case of failed Dex. save (damage/lvl).
2Dust DevilCreatures within 5 ft must succeed on a Str. save or take 1d8 bludgeoning damage (damage/lvl).
2EarthbindTarget within 300 ft must succeed on a Str. save or its flying speed is reduced to 0 (descends at 60 ft/round).
2Enhance AbilityThe target gains advantage on ability checks for one predefined ability, and other bonuses in such cases (+1 creature/lvl).
2Enlarge/ReduceDouble or halve the size of a creature (Con. save) or an object.
2EnthrallTargets must succeed on a Wis. save or have disadvantage on Wisdom (Perception) checks to perceive others creatures.
2Find SteedSummon a spirit that assumes the form a steed (horse, elk, etc) telepathically linked to the caster.
2Find TrapsThe caster senses the presence of any trap in a 120-fr radius, but the spell don't give their location.
2Flame BladeIf the spell attack hits, deals 3d6 fire damage (damage/lvl). Shed bright light in 10 ft and dim light in additional 10 ft.
2Flaming SphereCreatures within 5 ft from a 5-ft-diameter sphere must succeed on a Dex. save or take 2d6 fire damage (damage/lvl).
2Gentle ReposeProtect a corpse from decay or to become undead.
2Gust of WindCreatures on a 60-ft-long, 10-ft-wide line mus succeed on a Str. save or be pushed 15 ft away.
2Healing SpiritCreatures in touch with the spirit gain 1d6 hp (+1d6 hp/lvl).
2Heat MetalCreatures in physical contact with the metal object take 2d8 fire damage (damage/lvl).
2Hold PersonThe target must succeed on a Wis. save or be paralyzed (+1 creature/lvl).
2InvisibilityThe target becomes invisible during 1 hour or until she attacks or casts a spell (+1 creature/lvl).
2KnockUnlock or unbar 1 object (door, chest, padlock, set of manacles, etc) or suppressed the arcane lock spell for 10 minutes.
2Lesser RestorationEnd one disease or one condition (blinded, deafened, paralyzed, or poisoned) on 1 creature.
2Levitate1 creature or object that weighs up to 500 pounds rises vertically up to 20 ft then remains suspended.
2Locate Animals or PlantsGive the direction and distance to a kind of beast or plant within 5 miles.
2Locate ObjectThe caster senses the direction to the location of an objet you are familiar with, within a 1000 ft radius.
2Magic MouthCreates a magical mouth that will repeat a message of up to 25 words when a trigger condition is met.
2Magic WeaponTurn a weapon into a +1 magic weapon for attack rolls and damage rolls (+2 or +3 bonus/lvl).
2Maximilian's Earthen GraspThe target must succeed on a Str. save or take 2d6 bludgeoning damage and be restrained.
2Melf's Acid ArrowIf the spell attack hits, deals 4d4 acid damage, then 2d4 acid damage on the next round (damage/lvl).
2Mind SpikeThe target must succeed on a Wis. save or take 3d8 psychic damage (damage/lvl).
2Mirror ImageCreate 3 illusory duplicates of the caster, each of them having a CA equal to 10 + Dex.Mod and being destroyed if they are hit.
2Misty StepThe caster is teleported up to 30 feet.
2MoonbeamCreatures in a 5-ft-radius, 40-ft-high cylinder must succeed on a Con. save or take 2d10 radiant damage (damage/lvl).
2Nystul's Magic AuraReveal false information about a creature or an object that would be the target of a divination spell.
2Pass Without TraceThe caster and his allies within 30 ft get a +10 bonus to Dexterity (Discretion) checks and leave behind no tracks or traces.
2Phantasmal ForceTha target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound).
2Prayer of HealingUp to 6 creatures regain 2d8+Ability.Mod (+1d8 hp/lvl).
2Protection from PoisonNeutralize 1 poison in one creature, give advantage on saving throws againt being poisoned, and resistance to poison damage.
2PyrotechnicsTarget flame within 60-ft and make them explode (Con. save or blinded) or spread smoke (heavily obscured).
2Ray of EnfeeblementIf the spell attack hits, the target deals only half damage with a weapon attack that use Strength (Con. save).
2Rope TrickVertically raise a rope that lead to an extradimensional space that can hold 8 Medium creatures.
2Scorching RayIf the spell attacks hit, 3 rays deal 2d6 fire damage each (+1 ray/lvl).
2See InvisibilityThe caster sees invisible creatures and objects, and into the Ethereal Plane.
2Shadow BladeCreate a weapon that deals 2d8 psychic damage with the finesse, light, and thrown properties (damage/lvl).
2ShatterCreatures in a 10-ft-radius sphere must succeed on a Con. save or take 3d8 thunder damage (damage/lvl).
2SilenceBlock all sounds within a 20-ft-radius sphere.
2SkywriteCreate up to 10 words in the clouds.
2Snilloc's Snowball SwarmCreatures in a 5-ft-radius sphere must succeed on a Dex. save or take 3d6 cold damage (damage/lvl).
2Spider ClimbThe target can move along vertical surfaces while leaving its hands free and gains climbing speed.
2Spike GrowthCreatures in a 20-ft radius (difficult terrain) take 2d4 piercing damage for every 5 ft of movement.
2Spiritual WeaponIf the spell attack hits, deals 1d8+Ability.Mod force damage (damage/lvl). A bonus action allows another attack.
2SuggestionThe target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences.
2Summon BeastSummon a bestial spirit, friendly (stat/lvl).
2Tasha's Mind WhipThe target must succeed on an Int. save or take 3d6 psychic damage and its actions are limited (+1 target/lvl).
2Warding BondThe target gains +1 on AC, +1 on saving throws and resistance to all damage, but the caster shares damage.
2Warding WindCreate strong wind (20 miles/h) in a 10-ft radius (deafen, extinguish flames, hedge out gas, difficult terrain, etc).
2WebCreate a 20-ft cube filled by thick, sticky webs (difficult terrain) that can restrain creature (Dex. save).
2Zone of TruthCreatures within a 15-ft-radius sphere must succeed on a Cha. save or can not lie.
3Animate DeadCreate a skeleton from bones or a zombie from a corpse, who is under the caster control (+2 creatures/lvl).
3Aura of VitalityOne target in a 30-ft radius regains 2d6 hp.
3Beacon of HopeTargets gain advantage on Wis. saving throws and death saving throws, and regain the maximum number of hp from healing.
3Bestow CurseThe target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl).
3Blinding SmiteIf the attack hits, deals an extra 3d8 radiant damage and the target must succeed on a Con. save or be blinded.
3BlinkThe caster has 50% of chance to switch to the Ethereal Plane, then returns to the space he vanished from on the next turn.
3Call LightningCreatures in a 5-ft radius must succeed on a Dex. save or take 3d10 lightning damage (damage/lvl) on each turn.
3Catnap3 willing creatures fall unconscious and gain the benefice of a short rest (+1 creature/lvl).
3ClairvoyanceCreate an invisible sensor in a familiar location within 1 mile, allowing to see or to hear (to choose, can switch).
3Conjure AnimalsSummon from 1 beast of CR 2 to 8 beasts of CR 1/4, friendly (nbr of creatures/lvl).
3Conjure BarrageCreatures in a 60-ft cone must succeed on a Dex. save or take 3d8 damage from the weapon/ammunition used.
3CounterspellIn reaction, fail a spell of 3rd level or lower. Ability check if the spell is 4th level or higher (threshold/lvl).
3Create Food and WaterCreate 45 pounds of food and 30 gallons of water, enough to sustain 15 humanoids for 24 hours.
3Crusader's MantleFriendly creatures in a 30-ft radius deal an extra 1d4 radiant damage when they hit with a weapon attack.
3DaylightCreate a sphere that sheds bright light in a 60-ft radius and dim light in an additional 60-ft radius.
3Dispel MagicEnd spells of 3rd level 3 or lower on a target. Ability check for each spell of 4th level or higher (threshold/lvl).
3Elemental WeaponA weapon becomes magical with a +1 bonus to attack rolls and deal an extra 1d4 damage of a chosen type (bonus/lvl).
3Enemies AboundThe target must succeed on an Int. save or not be able to distinguish friend from foe ; all are ennemis for it.
3Erupting EarthCreatures in a 20-foot cube (difficult terrain) must succeed on a Dex. save or take 3d12 bludgeoning damage (damage/lvl).
3FearCreatures in a 30-ft cone must succeed on a Wis. save or drop whatever they are holding, become frightened and move away.
3Feign DeathThe willing target appears dead to all outward inspection.
3FireballCreatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).
3Flame Arrows12 arrows/bolts deal an extra 1d6 fire damage (+2 ammunition/lvl).
3FlyThe target gets a flying speed of 60 ft (+1 creature/lvl).
3Gaseous FormThe target turns into a cloud, gets a flying speed of 10 ft, and can pass through small holes.
3Glyph of WardingA glyph on an object deals 5d8 damage in a 20-ft radius (damage/lvl) or casts a 3rd level spell (lvl/lvl) when triggered.
3HasteTarget's speed is doubled. It also gains a +2 bonus to AC, advantage on Dex. saves and 1 additional action.
3Hunger of HadarCreatures in a 20-ft-radius sphere take 2d6 cold damage et must succeed on a Dex. save or take 2d6 acide damage.
3Hypnotic PatternCreatures in a 30-ft cube must succeed on a Wis. save or be charmed and incapacitated, with a speed of 0.
3Intellect Fortress1 creature gets resistance to psychic damage and advantage on Int., Wis. and Cha. saves ( +1 creature/lvl).
3Leomund's Tiny HutCreate a 10-ft-radius dome that can shelter and protect 9 Medium creatures with the caster.
3Life TransferenceThe caster takes 4d8 necrotic damage and another creature gains twice the amount (+1d8 hp/lvl).
3Lightning ArrowIf the attack hits, deals 4d8 Iightning damage. Creatures within 10 ft must succeed on a Dex. save or take 2d8 lightning damage.
3Lightning BoltCreatures on a 100-ft-long, 5-ft-wide line must succeed on a Dex. save or take 8d6 lightning damage (damage/lvl).
3Magic CircleCreate a 10-ft-radius, 20-ft-tall cylinder that protect from celestials, elementals, fey, fiends, and/or undead (+1 h/lvl).
3Major ImageCreate the image of an animated object or creature, with sounds and smells (without concentration/lvl).
3Mass Healing WordUp to 6 creatures regain 1d4+Ability.Mod (+1d4 hp/lvl).
3Meld into StoneThe caster can penetrate the stone.
3Melf's Minute MeteorsCreatures within 5 ft must succeed on a Dex.save or take 2d6 fire damage for each of the 6 meteors (+2 meteors/lvl).
3NondetectionProtect a creature or an object from any divination magic or magical scrying.
3Phantom SteedCreate a quasi-real Large horselike creature and everything to mount it.
3Plant GrowthPlants in the area grow vigorously, or over a year the plants produce twice the normal amount of food.
3Protection from EnergyThe target gains resistance to one damage type (acid, cold, fire, lightning, or thunder).
3Remove CurseEnd all curses affecting one creature or object.
3RevivifyTake back to 1 hp a creature that has died within the last minute (except of old age).
3SendingSend a 25-words message to a creature you are familiar with, regardless of the distance or the plan. It can answer it.
3Sleet StormCreatures in a 20-ft-radius, 20-ft-tall cylinder (heavily obscured) must succeed on a Dex. save or fall prone.
3SlowUp to 6 targets must succeed on a Wis. save, or have their speed and actions reduced and -2 to CA and Dex. saves.
3Speak with DeadAllow a corpse that still has a mouth and is not an undead to answer 5 questions to the caster.
3Speak with PlantsThe caster can communicate with plants within 30 ft, and turns difficult terrain into ordinary terrain or vice versa.
3Spirit GuardiansTargets in a 15-ft radius must succeed on a Wis. save or take 3d8 radiant or necrotic damage (damage/lvl).
3Spirit ShroudIf an attack hits, deals an extra 1d8 radiant, necrotic or cold damage (damage/lvl).
3Stinking CloudCreatures in a 20-ft-radius sphere must succeed on a Con. save or spend their action that turn retching and reeling.
3Summon FeySummon a fey spirit, friendly (stat/lvl).
3Summon Lesser DemonsSummon 2 demons of CR 1 to 8 demons of CR 1/4, unfriendly (nbr of creatures/lvl).
3Summon ShadowspawnSummon an shadowy spirit, friendly (stat/lvl).
3Summon UndeadSummon an undead spirit, friendly (stat/lvl).
3Thunder StepThe caster teleports and creatures within 10 ft must succeed on a Con. save or take 3d10 thunder damage.
3Tidal WaveCreatures in an 30 x 10 x 10 ft area must succeed on Dex. save or take 4d8 bludgeoning damage and be knocked prone.
3Tiny ServantTransform one Tiny object into a creature with arms and legs under the caster control (+2 objects/lvl).
3TonguesThe target understands and speaks any spoken language it hears.
3Vampiric TouchIf the spell attack hits, deals 3d6 necrotic damage (damage/lvl) and the caster regains 50% of his hp.
3Wall of SandCreate a 30-ft-long, 10-ft-high, 10-ft-thick sand wall that blocks line of sight (blinded) but not movement.
3Wall of WaterCreate a 30-ft-long, 10-ft-high, 1-ft-thick wall of water that gives disadvantage on ranged attacks and halved fire damage.
3Water BreathingUp to 10 creatures gets the ability to breathe underwater.
3Water WalkUp to 10 creatures can move on a liquid surface (water, acid, mud, lava, etc) as if it were harmless solid ground.
3Wind WallCreate a 50-ft-long, 15-ft-high, 1-ft-thick wall of wind. Small flying creatures can't pass. Arrows and bolts are deflected.
4Arcane EyeCreate an invisible eye with darkvision that sends the caster the mental image of what it sees.
4Aura of LifeCreatures in a 30-ft radius gain resistance to necrotic damage and regain 1 hp when at 0 hp.
4Aura of PurityCreatures in a 30-ft radius can not become diseased, gain resistance to poison, and get advantage on various saving throws.
4BanishmentThe target must succeed on a Cha. save or be banished to a harmless demiplane (+1 creature/lvl).
4BlightThe target must succeed on a Con. save or take 8d8 necrotic damage (damage/lvl).
4Charm MonsterThe target must succeed on a Wis. save or be charmed by the caster (duration/lvl).
4CompulsionTargets within 30 ft must succeed on a Wis. save or move in a specified direction.
4ConfusionCreatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl).
4Conjure Minor ElementalsSummon from 1 elemental of CR 2 to 8 elemental of CR 1/4, friendly (nbr of creatures/lvl).
4Conjure Woodland BeingsSummon from 1 fey of CR 2 to 8 fey of CR 1/4, friendly (nbr of creatures/lvl).
4Control WaterControl the water in a 100-ft cube (cause a flood, part the water, redirect the flow, create a whirlpool).
4Death WardWhen the target drops to 0 hp for the first time, it automatically returns to 1 hp.
4Dimension DoorThe caster and another creature of the same size are teleported to a maximum of 500 feet.
4DivinationThe caster gets a truthful reply to 1 question about an event to occur within 7 days.
4Dominate BeastA beast within 60 ft must succeed on a Wis. save or be charmed and obey the launcher (duration/lvl).
4Elemental BaneThe target must succeed on a Con. save or suffer an extra 2d6 damage of a specific type (+1 target/lvl).
4Evard's Black TentaclesCreatures in a 20-ft square must succeed on a Dex. save or take 3d6 bludgeoning damage and be restrained.
4FabricateConvert raw materials into Large or smaller simples objects of the same material.
4Find Greater SteedSummon a spirit that assumes the form a steed (griffon, pegasus, etc) telepathically linked to the caster.
4Fire ShieldThe caster gains resistance to cold or fire damage, and deals 2d8 damage to attackers who hit him within 5 ft.
4Freedom of MovementTarget's movement is unaffected by difficult terrain, spells or water.
4Giant InsectTransform insects (from 10 centipedes to 1 scorpion) into giant creatures that obey the caster's orders.
4Grasping VineThe target must succeed on a Dex. save or be pulled 20 ft toward the vine.
4Greater InvisibilityThe target becomes invisible for 1 minute.
4Guardian of FaithHostiles creatures within a 10-ft radius of the created guardian must succeed on a Dex. save or take 20 radiant damage.
4Guardian of NatureTransform the caster into a Primal Beast (+10 ft, darkvision, ...) or a Great Tree (+10 hp, advantage on some rolls, ...).
4Hallucinatory TerrainMake a natural terrain looks like another type (for example a road becomes a swamp or a crevasse).
4Ice StormCreatures in a 20-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 2d8 bludgeoning damage and 4d6 cold damage.
4Leomund's Secret ChestHide a chest (3 x 2 x 2 ft) and its contents in the Ethereal Plane.
4Locate CreatureThe caster senses the direction in which a familiar creature is within a 1000-ft radius.
4Mordenkainen's Faithful HoundSummon an invisible watchdog that barks when a creature approaches and attacks it (4d8 piercing damage).
4Mordenkainen's Private SanctumCreate a secure cube up to 100 ft on each side. The type of protection is to choose (+100 ft on each side/lvl).
4Otiluke's Resilient SphereThe Large size or smaller target must succeedd on a Dex. save or be enclosed for the spell duration.
4Phantasmal KillerThe target must succeed on a Wis. save or be frightened then take 4d10 psychic damage (damage/lvl) on each of it's turn.
4PolymorphTransform a target into a new beast form whose CR/level is equal to or less than the target's CR/level.
4Shadow of MoilTha caster gains resistance to radiant damage and deals 2d8 necrotic damage to creatures that hit him with an attack.
4Sickening RadianceCreatures in a 30-ft radius must succeed on a Con. save or take 4d10 radiant damage and one level of exhaustion.
4Staggering SmiteIf the attack hits, deals an extra 4d6 pyschic damage and the target must succeed on a Wis. save or have a disadvantage.
4Stone ShapeGive a stone no more than 5 ft in any dimension any shape, or create an opening in it.
4StoneskinThe target gets resistance to nonmagical bludgeoning, piercing, and slashing damage.
4Storm SphereCreatures in a 20-ft-radius sphere must succeed on a Str. save or take 2d6 bludgeoning damage (damage/lvl).
4Summon AberrationSummon an aberrant spirit, friendly (stat/lvl).
4Summon ConstructSummon the spirit of a construct, friendly (stat/lvl).
4Summon ElementalSummon an elemental spirit, friendly (stat/lvl).
4Summon Greater DemonSummon 1 demon of CR 5, friendly (CR +1/lvl).
4Vitriolic SphereCreatures within 20-ft must succeed on a Dex. save or take 10d4 acid damage (damage/lvl) then 5d4 acid damage on its turn.
4Wall of FireCreate 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).
4Watery SphereUp to 4 Medium creatures or 1 Large creature in a 10-ft radius must succeed on a Str. save or be restrained.
5Animate ObjectsAnimate up to 10 non-magic objects and control their actions up to 500 ft (+2 items/lvl).
5Antilife ShellPrevent creatures other than undead and constructs from entering in a 10-ft radius.
5AwakenGive a beast or plant (Intelligence 3 or less) the ability to speek and senses similar to a human's for 30 days.
5Banishing SmiteIf the weapon attack hits, deal an extra 5d10 force damage. Target reduced to 50 hp or fewer this way are banised.
5Bigby's HandCreate a Large hand with a Strength of 26 that can strike (4d8 force damage), push, grapple, or protect (damage/lvl).
5Circle of PowerFriendly creatures in a 30-ft radius have advantage on saving throws against spells and other magicial effects.
5CloudkillCreatures in a 20-ft-radius sphere must succeed on a Con. save or take 5d8 poison damage (damage/lvl).
5CommuneAllow to obtain from a divine entity the answers (yes or no) to 3 questions.
5Commune with NatureThe caster gets 3 informations about the surrounding territory. Doesn't function in dungeons or towns.
5Cone of ColdCreatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl).
5Conjure ElementalSummon 1 elemental of CR 5, friendly (CR +1/lvl).
5Conjure VolleyCreatures in a 40-ft-radius, 20-ft-high cylinder must succeed on a Dex. save or take 8d8 damage from the weapon/ammunition used.
5Contact Other PlaneContact an extraplanar entity to ask it 5 questions if an Int. save is successful. Otherwise, 6d6 psychic damage.
5ContagionIf the spell attack hits, target is afflicted with a disease to choose from 6 proposed.
5Control WindsControls air in a 100-ft cube and produce an effect (Gusts, Downdraft or Updraft).
5CreationCreate a non-living object made of vegetable matter or mineral and no larger than a 5-ft cube (+5 ft/lvl).
5Danse MacabreUp to 5 Small or Medium corpses become zombie or skeleton under the caster control (+2 corpses/lvl).
5DawnCreatures in a 30-ft-radius, 40-ft-high cylinder must succeed on a Con. save or take 4d10 radiant damage.
5Destructive WaveTargets in a 30-ft radius must succeed on a Con. save or take 5d6 thunder damage and 5d6 radiant or necrotic damage.
5Dispel Evil and GoodEnd a condition (charmed, frightened, or possessed) or bannish a creature to its home plane (Cha. save).
5Dominate PersonOne humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).
5DreamShape the dreams of a sleeping creature who can take 3d6 psychic damage if it fails on a Wis. save.
5EnervationThe target must succeed on a Dex. save or take 4d8 necrotic damage each turn (+1d8/lvl).
5Far StepTeleport the caster up to 60 ft on each round with a bonus action.
5Flame StrikeCreatures in a 10-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 4d6 fire and 4d6 radiant (damage/lvl).
5GeasThe target must succeed on a Wis. save or be charmed and take 5d10 psychic if it doesn't obey (duration/lvl).
5Greater RestorationEnd one condition (charmed or petrified), one curse, any ability scores or hp reduction, or one exhaustion level.
5HallowPrevent celestials, elementals, fey, fiends, and undead to enter a 60-ft-radius area and protect/handicap the targets.
5Hold MonsterTarget must succeed on a Wis. save or be paralyzed (+1 creature/lvl).
5Holy WeaponThe touched weapon shines, deals an extra 2d8 radiant damage, and can burst on a 30-ft radius (Save or 4d8 radiant).
5ImmolationThe target within 90 ft must succeed on a Dex. save or take 8d6 fire damage and 4d6 fire damage thereafter.
5Infernal CallingSummon 1 devil CR 6 unfriendly (CR +1/lvl).
5Insect PlagueCreatures in a 20-ft-radius sphere must succeed on a Con. save or take 4d10 piercing damage (damage/lvl).
5Legend LoreThe caster obtains information about a person, place, or object. The lore consist of tales or stories.
5MaelstromCreatures in a 30-ft radius must succeed on a Str. save or take 6d6 bludgeoning damage and be pulled towards the center.
5Mass Cure WoundsUp to 6 creatures regain 3d8+Ability.Mod (+1d8 hp/lvl).
5MisleadThe caster becomes invisible and creates a double that moves, acts and speaks. The caster can see and hear through this double.
5Modify MemoryThe target must succeed on a Wis. save or be charmed and its memory altered (seniority of memories/lvl).
5Negative Energy FloodThe target must succeed on a Con. save or take 5d12 necrotic damage. Killed that way, the target rises as a zombi.
5PasswallOpen a 5-ft wide, 8-ft tall, 20-ft deep passage through stone, wood or plaster.
5Planar BindingThe target (celestial, elemental, fey, or fiend) must succeed on a Cha. save or serve the caster (duration/lvl).
5Raise DeadTake back to life (1 hp) a creature died for no longer than 10 days. Doesn't restore missing body parts.
5Rary's Telepathic BondCreate a telepathic link between up to 8 people in a 30-ft radius for 1 hour.
5ReincarnateReincarnate the soul of an humanoid died for no longer than 10 days. The race of the new body is determined at random.
5ScryingAllow you to see and hear a specific creature (can also target a location) on the same plane (Wis. save).
5SeemingChange physical appearance as well as clothing and equipment of targets (saving throw for unwilling).
5Skill EmpowermentThe target doubles its proficiency bonus for one skill.
5Steel Wind StrikeIf the spell attack hits, deals 6d10 force damage to 5 creatures, then the caster teleports.
5Summon CelestialSummon a celestial spirit, friendly (stat/lvl).
5Swift QuiverMake a quiver to produce an endless supply of nonmagical ammunition, allowing 2 attacks per round with a bonus action.
5Synaptic StaticCreatures in a 20-ft radius must succeed on an Int. save or take 8d6 psychic damage.
5TelekinesisMove a creature (Huge or smaller) or object (up to 1,000 pounds) by thought in case of successful contest.
5Teleportation CircleCreate a circle that allows anyone to be teleported to another teleportation circle known to the caster.
5Transmute RockTransform a 40-ft cube of rock into mud or of mud into rock.
5Tree StrideThe caster can move from one tree to another tree of the same kind (500 ft max between both) using 5 ft.
5Wall of ForceCreate a physically insurmountable wall of force (ten 10-ft panels) immune to all types of damage.
5Wall of LightCreate a 60-ft-long, 10-ft-high, 5-ft-thick wall of light that can deal 4d8 radiant damage to one target (damage/lvl).
5Wall of StoneCreate a nonmagical wall of stone (ten 10-ft panels) that can be damaged.
5Wrath of NatureAnimate trees, rocks, and grasses in a 60 x 60 x 60 ft cube.
6Arcane GateCreate 2 portals (max 500 ft between them) and allow teleport from one to the other.
6Blade BarrierCreate a 100 x 20 x 5 ft wall that provides three-quarters cover and can inflict 6d10 slashing damage if passed through.
6Bones of the EarthCreate up to 6 vertical 5 x 30 ft pillars of stone (+2 pillars/lvl). Possibility of crushing creatures to the ceiling.
6Chain LightningUp to 4 different targets must succeed on a Dex. save or take 10d8 lightning damage (+1 target/lvl).
6Circle of DeathCreatures in a 60-ft-radius sphere must succeed on a Con. save or take 8d6 necrotic damage (damage/lvl).
6Conjure FeySummon 1 fey of CR 6, friendly (CR +1/lvl).
6ContingencyCondition the activation of a 5th level spell or lower that can target the caster.
6Create HomunculusCreate one homunculus and the caster can transfer his hit points to it up to his next long rest.
6Create UndeadUp to 3 Medium or Small humanoids corpses become a ghoul who obey the caster for 24 h (nbr and type of creatures/lvl).
6DisintegrateThe target must succeed on a Dex. save or take 10d6+40 force damage (damage/lvl). An Large or smaller object is disintegrated.
6Drawmij's Instant SummonsMark a 10 pounds or less object and allow to teleport it into the caster hand, wherever it is, if not held.
6Druid GroveProtect a 30 x 30 x 30 ft area with fog, vines, animated trees, or other effects.
6EyebiteThe target in a 60-ft radius must succeed on a Wis. save or take on a the following effects: asleep, panicked or sickened.
6Find the PathDetermine the shortest and most direct physical path to reach a known destination.
6Flesh to StoneThe target within 60 ft must succeed on a Con. save or be restrained, or petrified after 3 failures.
6ForbiddancePrevent teleporting to the protected area and inflicts 5d10 radiant or necrotic damage to some type of creatures.
6Globe of InvulnerabilityBlock 5th level spells or lower within a 10-ft radius (threshold/lvl).
6Guards and WardsCreate a ward that protect a 50-ft square. Can set a password to immunize individuals.
6HarmThe target must succeed on a Con. save or take 14d6 necrotic damage. The spell can't kill it however.
6Heal1 creature regains 70 hp and are cured of diseases, blindness, and deafness (+10 hp/lvl).
6Heroes' FeastProduce a feast for 12 guests that cures diseases, immunizes to poison and increases hp by 2d10 for 24 hours.
6Investiture of FlameCreatures in a 15-ft-long line must succeed on a Dex. save or take 4d8 fire damage. Immunity and resistance to caster.
6Investiture of IceCreatures in a 15-ft cone must succeed on a Con. save or take 4d6 cold damage. Immunity and resistance to caster.
6Investiture of StoneCreatures in a 15-ft radius must succeed on a Dex. save or be knocked prone. Resistance and move across earth/stone.
6Investiture of WindCreatures in a 15-ft cube must succeed on a Con. save or take 2d10 bludgeoning damage. Flying speed 60 ft.
6Magic JarThe caster projects his soul into an urn and then returns to his body or possesses a humanoid body.
6Mass SuggestionUp to 12 targets must succeed on a Wis. save or follow the suggestion given by the caster (duration/lvl).
6Mental PrisonThe target must succeed on an Int. save or take 5d10 psychic damage and believe to be surrounded by fire or other hazard.
6Move EarthShape dirt, sand, or clay, but not stone (raise, lower, flatten, create a trench, etc) in a 40-ft square in 10 min.
6Otiluke's Freezing SphereCreatures in a 60-ft-radius sphere must succeed on a Con. save or take 10d6 cold damage (damage/lvl).
6Otto's Irresistible DanceThe target must succeed on a Wis. save or dance (disadvantage on Dex. save and attack rolls).
6Planar AllySummon a celestial, elemental, or fiend that will help the caster in exchange for payment (1000 gp/h, sacrifice, quest, etc).
6Primordial WardThe caster gets resistance to acid, cold, fire, lightning, and thunder damage or immunity to a single type.
6Programmed IllusionCreate the image of an animated object or creature, with sounds, for 5 min, with a triggering condition.
6ScatterUp to 5 creatures are teleported (Wis. save if unwilling) within 120 ft.
6Soul CageSnatch a soul to regain hp, ask it a question, get advantage on a roll, or see a place it saw in life.
6Summon FiendSummon a fiendish spirit, friendly (stat/lvl).
6SunbeamCreatures on a 5-ft-wide, 60-ft-long line must succeed on a Con. save or take 6d8 radiant damage and be blinded.
6Tasha's Otherworldly GuiseThe caster gains several immunities, a flight speed, an AC bonus, his weapons are magical and he can attack twice.
6Tenser's TransformationThe caster gains 50 hp, advantage on attack rolls, an extra 2d12 force damage, martial proficiencies and two attacks per round.
6Transport via PlantsThe caster can move from one plant to another plant (Large or larger) using 5 ft.
6True SeeingThe target gets truesight, sees magic secret doors and in the Ethereal Plane.
6Wall of IceCreate a wall of ice (ten 10-ft panels) that can be damaged and can inflict 5d6 cold damage if passed through (damage/lvl).
6Wall of ThornsCreate an 60-ft-long, 10-ft-high, 5-ft-thick wall of brush that slows movement and can inflict 7d8 piercing damage (damage/lvl).
6Wind WalkThe caster and up to 10 creatures assume gaseous form (flying speed of 300 ft and resistance to damage from nonmagical weapon).
6Word of RecallThe caster and up to 5 other creatures are teleported to a previously designated sanctuary.
7Conjure CelestialSummon 1 celestial of CR 4, friendly (CR +1/lvl).
7Crown of StarsIf the spell attack hits, 7 motes deal 4d12 radiant damage each (+1 mote/lvl).
7Delayed Blast FireballCreatures in a 20-ft-radius sphere must succeed on a Dex. save or take 12d6 fire damage (damage/lvl).
7Divine WordTargets must succeed on a Cha. save or suffer an effect (deafened, blinded, etc). Some creatures are banned.
7Dream of the Blue VeilThe caster and up to 8 creatures are transported to another world on the Material Plane.
7EtherealnessThe caster is projected into the Ethereal Plane (nbr of creatures/lvl).
7Finger of DeathThe target must succeed on a Con. save or take 7d8+30 necrotic damage. If killed, becomes a zombie under the caster command.
7Fire StormCreatures in ten 10-ft cube must succeed on a Dex. save or take 7d10 fire damage.
7ForcecageCreates a 20-ft cage or a 10-ft box of magical force that traps a creature. Escape by magicial means only.
7Mirage ArcaneTansform the appearance (sight, sound, smell and feel) of a 1 mile square.
7Mordenkainen's Magnificent MansionCreate an extradimensional mansion with all the comforts that can shelter the caster and other creatures.
7Mordenkainen's SwordIf the spell attack hits, deals 3d10 force damage. The sword can move.
7Plane ShiftThe caster and up to 8 creatures are transported to another plane of existence, or a creature is banished (Cha. save).
7Power Word PainThe 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.
7Prismatic SprayCreatures in a 60-ft cone must succeed on a Dex. save or take 10d6 damage of a randomly determined type.
7Project ImageCreate a copy of the caster that mimics him, moves and emits sounds. The caster can see and hear through this double.
7RegenerateThe target regains 4d8+15 hp then 1 hp per round and its severed members are restored.
7ResurrectionTake back to life (all hp) a creature died for no longer than 100 years (except of old age). Restore any missing body parts.
7Reverse GravityInvert gravity in a 50-ft-radius, 100-ft-high cylinder.
7SequesterProtect a willing creature (who becomes invisible and unconscious) or an object from divination spells.
7SimulacrumCreate a duplicate of a beast or humanoid with the same abilities, half of the hp and without equipment.
7SymbolSet the trigger and the effect of a glyph on an object (death, discord, fear, hopelessness, insanity, pain, sleep, etc).
7TeleportThe caster and 8 creatures are teleported anywhere on the same plane. Risk of failure depending on the destination familiarity.
7Temple of the GodsLet erupt a temple dedicated to a god on a 120 x 120 ft area for 1 day.
7WhirlwindCreatures in a 10-ft-radius, 30-foot-high cylinder must succeed on a Dex. save or take 10d6 blunt damage.
8Abi-Dalzim's Horrid WiltingCreatures in a 30-foot cube must succeed on a Con. save or take 12d8 necrotic damage. Plants wither and die.
8Animal ShapesWilling targets within 30 ft turn into beasts of FP 4 or lower.
8Antimagic FieldCreate a 10-ft-radius sphere in which spells and magic items no longer work.
8Antipathy/SympathyAttract or repel (Wis. save in order to not be attracted or scared) a kind of creature designated within 60 ft.
8CloneCreate in 120 days the inert double of a living creature. If the original creature dies, its soul is transferred to the clone.
8Control WeatherModify gradually the climatic conditions outdoors (precipitation, temperature and wind force).
8DemiplaneCreate a door that leads to a demiplane (30-ft cube). Creatures still in the demiplane at the end of the spell are trapped.
8Dominate MonsterThe target must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).
8EarthquakeCreatures in a 100-ft radius must succeed on a Dex. save or be knocked prone. Cause damage to structures.
8FeeblemindThe target take 4d6 psychic damage and must succeed on an Int. save or his Charisma and Intelligence scores become 1.
8GlibnessGive 15 to a Charisma check and hides the lies during a magic detection.
8Holy AuraTargets in a 30-ft radius have advantage on saving throws. Other creatures have disadvantage on attack rolls against them.
8Illusory DragonCreatures that see this illusory Huge dragon must succedd on a Wis. save or be frightened for 1 min.
8Incendiary CloudCreatures in a 20-ft-radius sphere must succeed on a Dex. save or take 10d8 fire damage.
8Maddening DarknessCreatures in a 60-ft-radius sphere of darkness must succeed on a Wis. save or take 8d8 psychic damage.
8MazeBanish a creature into a labyrinthine demiplane. Intelligence check to escape before the end of the spell.
8Mighty FortressLet erupt a forteresse of stone on a 120 x 120 ft area for 7 days.
8Mind BlankThe target is immune to psychic damage, reading thoughts, divination spells, and the charmed condition.
8Power Word StunThe target (150 hp or fewer) is stunned until it succeeds on a Con. save.
8SunburstCreatures in a 60-ft radius must succeed on a Con. save or take 12d6 radiant damage and be blinded for 1 min.
8TelepathyComunicate via telepathy with a known and willing creature on the same plane of existence.
8TsunamiCreatures in a 300-ft-long, 300-ft-high, 50-ft-thick area must succeed on a Str. save or take 6d10 bludgeoning damage.
9Astral ProjectionThe caster and up to 8 creatures are projected into the Astral Plane.
9Blade of DisasterMake 2+2 melee spell attacks that deal on a hit 4d12 force damage each.
9Foresight1 creature sees its near future, can not be surprised and has advantage on his rolls. Attacks against it have disadvantage.
9GateCreate a portal to another plan. Also allows to summon a creature from another plane.
9ImprisonmentThe target within 30 ft must succeed on a Wis. save or be held prisoner. The form is to choose from 6 options.
9InvulnerabilityThe caster gains immunity to all damage.
9Mass HealSeveral creatures regain a total of 700 ph and are cured of diseases, blindness, and deafness.
9Mass PolymorphTransform up to 10 creatures into new beast forms whose CR/level are equal to or less than the target's CR/level.
9Meteor SwarmCreatures in a 40-ft-radius sphere must succeed on a Dex. save or take 20d6 fire damage and 20d6 bludgeoning damage.
9Power Word HealThe target regains all its hp and charmed, frightened, paralyzed, and stunned conditions end.
9Power Word KillThe target (100 hp or fewer) dies!
9Prismatic WallCreate a multi-layered wall that inflicts different effects and damage depending on the layer.
9Psychic ScreamUp to 10 creatures must succeed on an Int. save or take 14d6 psychic damage.
9ShapechangeThe caster takes the form of a creature he has seen at least once with a CR equal to its level or lower.
9Storm of VengeanceCreatures in a 360-ft radius must succeed on a Con. save or be deafened and suffer various damage and effects.
9Time StopStop the time during 1d4+1 turns for everyone except for the caster.
9True PolymorphTransform a creature or object into a new form (creature <-> object) of FP/level at most equal to the FP/level of the crea
9True ResurrectionTake back to life (all hp) a creature died for no longer than 200 years (except of old age), even without the original body.
9WeirdCreatures in a 30-ft-radius sphere must succeed on a Wis. save or be frightened and take 4d10 psychic damage each turn.
9WishDuplicate a 8th level spell or lower without components, or create another effect at the MD discretion.