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] |
---|---|---|
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 | 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 | 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 | 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 | 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 | 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 | 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 | 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. |