Spells
All 224 spells and cantrips in the game. The filters narrow by level, school, damage type, concentration and ritual.
No spell matches this filter.
Cantrip
- Acid SplashThrow a bubble of acid that damages each creature it hits.ConjurationAction
- Blade WardTake only half the damage from Bludgeoning, Piercing, and Slashing attacks.AbjurationAction
- Bone ChillPrevent the target from healing until your next turn. The target cannot help Downed characters. An undead target receives Disadvantage on Attack Rolls.NecromancyAction
- Booming BladeStrike with your weapon, afflicting your foe with a resonance that hurts them for 1d8 Thunder damage (2d8 from level 5, 3d8 from level 11) when they move.EvocationAction
- Bursting SinewExplode a corpse, causing it to impale those around it.NecromancyAction
- Dancing LightsIlluminate a 9 m radius.EvocationActionConcentration
- Dirty Trick: Vicious MockeryInsult a creature: it has Disadvantage on its next Attack Roll.EnchantmentBonus Action
- Eldritch BlastConjure 1 (2 from level 5, 3 from level 10) beam(s) of crackling energy.EvocationAction
- Fire BoltHurl a mote of fire.EvocationAction
- FriendsGain Advantage on Charisma Checks against a non-hostile creature.EnchantmentActionConcentration
- Githyanki Psionics: Mage HandCreate an invisible spectral hand that can manipulate and interact with objects.ConjurationAction
- GuidanceThe target gains a +1d4 bonus to Ability Checks.DivinationActionConcentration
- LightInfuse an object with an aura of light.EvocationAction
- Mage HandCreate a spectral hand that can manipulate and interact with objects.ConjurationAction
- Minor IllusionCreate an illusion that compels nearby creatures to investigate.IllusionAction
- Poison SprayProject a puff of noxious gas.ConjurationAction
- Produce FlameA flame in your hand sheds a light in a 9 m radius and deals 1d8 Fire damage when thrown.ConjurationAction
- Ray of FrostReduces the target's movement speed by 3 m.EvocationAction
- ResistanceMake a target more resistant to spell effects and conditions: it receives a +1d4 bonus to Saving Throws.AbjurationActionConcentration
- Sacred FlameEngulf a target in a flame-like radiance.EvocationAction
- ShillelaghYour staff or club becomes magical: it deals 1d8 + Spellcasting Ability Modifier Bludgeoning damage, and uses your Spellcasting Ability for Attack Rolls.TransmutationBonus Action
- Shocking GraspThe target cannot use reactions. This spell has Advantage on creatures with metal armour.EvocationAction
- ThaumaturgyGain Advantage on Intimidation and Performance Checks.TransmutationAction
- Thorn WhipPulls the creature 3 m closer to you.TransmutationAction
- Toll the DeadRing the bell of impending doom. If the target is at full health, you deal 1d8 Necrotic damage (2d8 from level 5, 3d8 from level 10) instead.NecromancyAction
- True StrikeGain Advantage on your next Attack Roll.DivinationActionConcentration
- Vicious MockeryInsult a creature: it has Disadvantage on its next Attack Roll.EnchantmentAction
Level 1
- Animal FriendshipConvince a beast not to attack you.EnchantmentAction
- Armour of AgathysGain 5 temporary hit points and deal 5 Cold damage to any creature that hits you with a melee attack.AbjurationAction
- Arms of HadarPrevent targets from using reactions.ConjurationAction
- BaneUp to 3 creatures receive a -1d4 penalty to Attack Rolls and Saving Throws.EnchantmentActionConcentration
- BlessBless up to 3 creatures. They gain a +1d4 bonus to Attack Rolls and Saving Throws.EnchantmentActionConcentration
- Burning HandsEach flammable target is hit with 3d6 Fire damage.EvocationAction
- Charm PersonCharm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.EnchantmentAction
- Chromatic OrbHurl a sphere that deals 3d8 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.EvocationAction
- Colour SprayBlind creatures up to a combined 33 hit points.IllusionAction
- CommandCommand a creature to flee, move closer, freeze, drop to the ground or drop its weapon.EnchantmentAction
- Compelled DuelForce an enemy to attack only you, giving it Disadvantage against other targets.EnchantmentBonus ActionConcentration
- Create or Destroy WaterCall forth rain or destroy a water-based surface.TransmutationAction
- Cure WoundsHeal a creature you can touch.EvocationAction
- Disguise SelfMagically change all aspects of your appearance.IllusionActionRitual
- Dissonant WhispersFrighten a creature: they'll have Disadvantage on Ability Checks and Attack Rolls and they cannot move.EnchantmentAction
- Divine FavourYour weapon attacks deal an additional 1d4 Radiant damage.EvocationBonus ActionConcentration
- Drow Magic: Faerie FireAll targets within the light turn visible, and Attack Rolls against them have Advantage.EvocationActionConcentration
- Enhance LeapTriple a creature's jumping distance.TransmutationActionRitual
- Ensnaring StrikeYour attack summons thorny vines that possibly Ensnare your target.ConjurationActionConcentration
- Ensnaring Strike (Melee)Your attack summons thorny vines that possibly Ensnare your target.ConjurationActionConcentration
- EntangleCreate a vine surface, slowing down creatures, possibly Entangling them.ConjurationActionConcentration
- Expeditious RetreatGain Dash immediately and as a bonus action on each of your turns until this spell ends.TransmutationBonus ActionConcentration
- Faerie FireAll targets within the light turn visible, and Attack Rolls against them have Advantage.EvocationActionConcentration
- False LifeGain 7 temporary hit points.NecromancyAction
- Feather FallYou and nearby allies gain Immunity to Falling damage.TransmutationBonus ActionRitual
- Find FamiliarSummon a familiar, a fey spirit that takes an animal form of your choosing.ConjurationActionRitual
- Fog CloudThe cloud Blinds and Heavily Obscures creatures within it.ConjurationActionConcentration
- Githyanki Psionics: JumpTriple a creature's jumping distance.TransmutationActionRitual
- GoodberryConjure four magical berries into your or a companion's inventory. Creatures who eat a berry regain 1d4 hit points. Berries disappear after Long Rest.TransmutationAction
- GreaseCover the ground in grease, slowing creatures within and possibly making them fall Prone.ConjurationAction
- Guiding BoltThe next Attack Roll against this target has Advantage.EvocationAction
- Hail of ThornsThe thorns deal Ranged Weapon damage to the target and then explode. The explosion deals an additional 1d10 Piercing damage to the target and surrounding creatures.ConjurationBonus Action
- Healing WordHeal a creature you can see.EvocationBonus Action
- Hellish RebukeReact to your next attacker with flames that deal 2d10 Fire damage.EvocationReaction
- HeroismMake yourself or a target immune to Frightened and gain 5 temporary hit points each turn.EnchantmentActionConcentration
- HexMake your attacks deal an additional 1d6 Necrotic damage damage to the target and give it Disadvantage on an Ability of your choosing.EnchantmentBonus ActionConcentration
- Hunter's MarkMark a creature as your quarry to deal an additional 1d6 weapon damage whenever you hit it with a weapon attack.DivinationBonus ActionConcentration
- Ice KnifeThrow a shard of ice that deals 1d10 Piercing damage. It explodes and deals 2d6 Cold damage to anyone nearby. It leaves an ice surface.ConjurationAction
- Inflict WoundsPutrefy a creature with the necrotic energy filling your hands.NecromancyAction
- Legacy of Avernus: Searing SmiteDeal an extra 2d6 Fire damage and set your target on fire: it takes 1d6 Fire damage every turn.EvocationActionConcentration
- LongstriderIncrease a creature's movement speed by 3 m.TransmutationActionRitual
- Mage ArmourProtect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier.AbjurationAction
- Magic MissileShoot 3 magical darts, each dealing 1d4+1 Force damage. They always hit their target.EvocationAction
- Protection from Evil and GoodProtect an ally against the attacks and powers of aberrations, celestials, elementals, fey, fiends, and undead.AbjurationActionConcentration
- Ray of SicknessPossibly Poisons the target.NecromancyAction
- SanctuaryYou or an ally cannot be targeted until you attack or harm a creature. You can still take damage from area spells.AbjurationBonus Action
- Searing SmiteDeal an extra 1d6 Fire damage and set your target on fire: it takes 1d6 Fire damage every turn.EvocationActionConcentration
- ShieldWhen you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile.AbjurationReaction
- Shield of FaithProtect a creature from attacks: increase its Armour Class by 2.AbjurationBonus ActionConcentration
- SleepPut creatures into a magical slumber. Select targets up to a combined 24 hit points.EnchantmentAction
- Speak with AnimalsGain the ability to comprehend and communicate with beasts.DivinationActionRitual
- Star Map: Guiding BoltThe next Attack Roll against this target has Advantage.EvocationAction
- Summon QuasitSummon a familiar with the form of a quasit that can turn Invisible and Scare enemies.ConjurationActionRitual
- Tasha's Hideous LaughterLeave a creature Prone with laughter, without the ability to get up.EnchantmentActionConcentration
- Thunderous SmitePushes your target 3 m away and possibly knocks it Prone.EvocationAction
- ThunderwaveRelease a wave of thunderous force that pushes away all creatures and objects.EvocationAction
- Witch BoltLink yourself to a target with a bolt of lightning. Deal an additional 1d12 Lightning damage each turn by activating it.EvocationActionConcentration
- Wrathful SmitePossibly Frighten your target. They'll have Disadvantage on Ability Checks and Attack Rolls and be unable to move.EvocationActionConcentration
Level 2
- AidHeal your allies and increase their hit point maximum by 5 hit points.AbjurationAction
- Arcane LockClose a door or container with a magical lock. It can no longer be lockpicked or opened with Knock.AbjurationAction
- BarkskinProtect a creature from attacks: increase its Armour Class up to 16.TransmutationActionConcentration
- BlindnessBlind a creature. Attack Rolls against it have Advantage and the foe attacks with Disadvantage.NecromancyAction
- BlurAttackers have Disadvantage on Attack Rolls against you.IllusionActionConcentration
- Branding SmitePossibly marks your target with light, preventing it from turning Invisible.EvocationActionConcentration
- Calm EmotionsHumanoids can't be Charmed, Frightened, or become enraged.EnchantmentActionConcentration
- Cloud of DaggersConjure a cloud of spinning daggers that attack anyone inside.ConjurationActionConcentration
- Crown of MadnessInstil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.EnchantmentActionConcentration
- DarknessCreate a dark shroud that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.EvocationActionConcentration
- DarkvisionGrant a creature the ability to see in the dark out to a range of 12 m.TransmutationAction
- Detect ThoughtsFocus your mind to read the thoughts of certain creatures while talking to them.DivinationActionConcentrationRitual
- Enhance AbilityBestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability.TransmutationActionConcentration
- Enlarge/ReduceMake a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws.TransmutationActionConcentration
- EnthrallReduce a creature's peripheral vision and make it look at you.EnchantmentAction
- Eyes of the Dark: DarknessCreate a dark shroud that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it.EvocationActionConcentration
- Flame BladeConjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3 m radius and dim light in a 6 m radius.EvocationBonus Action
- Flaming SphereSummon a flaming sphere that damages nearby enemies and objects. You can move the sphere. It emits a bright light.ConjurationActionConcentration
- Gust of WindSummon a strong wind that clears all clouds and pushes creatures back 5 m, forcing them Off Balance.EvocationAction
- Heat MetalCause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack Rolls and Ability Checks.TransmutationActionConcentration
- Hold PersonHold a humanoid enemy still. They can't move, act or react. Attacks from within 3 m are always Critical Hits.EnchantmentActionConcentration
- Infernal Legacy: Hellish RebukeReact to your next attacker with flames that deal 3d10 Fire damage.EvocationReaction
- InvisibilityTouch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage.IllusionActionConcentration
- KnockUnlock an object that is held shut by a mundane lock.TransmutationAction
- Legacy of Avernus: Branding SmitePossibly marks your target with light, preventing it from turning Invisible.EvocationActionConcentration
- Legacy of Cania: Burning HandsEach flammable target is hit with 3d6 Fire damage.EvocationAction
- Legacy of Cania: Flame BladeConjure a flaming scimitar in your hand that deals 3d6 Fire damage and sheds bright light in a 3 m radius and dim light in a 6 m radius.EvocationBonus Action
- Lesser RestorationCure a creature from disease, poison, paralysis or blindness.AbjurationAction
- Magic WeaponInfuse a weapon with arcane energy. The weapon becomes magical, receiving a +1 bonus to Attack and Damage Rolls.TransmutationActionConcentration
- Melf's Acid ArrowShoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn.EvocationAction
- Mirror ImageCreate 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3.IllusionAction
- Misty StepSurrounded by silver mist, you teleport to an unoccupied space you can see.ConjurationBonus Action
- MoonbeamCall down a beam of light that damages any creature that enters the beam or starts its turn in the light. You can use an action to move the beam 18 m.EvocationActionConcentration
- Pass Without TraceCall forth a veil of shadows and silence that gives you and all nearby companions a +10 bonus to Stealth Checks.AbjurationActionConcentration
- Phantasmal ForceDeal damage to a creature each turn. At the start of its turn, it takes Psychic damage. Each subsequent time it takes damage, the damage type of Phantasmal Force changes to match that damage type.IllusionActionConcentration
- Prayer of HealingHeal all allies you can see.EvocationAction
- Protection from PoisonTouch a creature to neutralise all poisons affecting it, and grant it protection against poisonous influences.AbjurationAction
- Ray of EnfeeblementWeaken a foe: they deal half damage with weapon attacks using Strength.NecromancyActionConcentration
- Scorching RayHurl 3 rays of fire. Each ray deals 2d6 Fire damage.EvocationAction
- See InvisibilityBecome able to see Invisible creatures, and possibly reveal them to others.DivinationAction
- Shadow BladeWeave a shadowy shortsword in your hand that deals 2d8 Psychic damage.IllusionBonus Action
- ShatterDamages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw.EvocationAction
- SilenceCreate a sound-proof sphere. All within are Silenced and Immune to Thunder damage.IllusionActionConcentrationRitual
- Spike GrowthShape a piece of ground into hard spikes. Movement is halved. A creature walking on the spikes takes 2d4 Piercing damage for every 1.5 m it moves.TransmutationActionConcentration
- Spiritual WeaponSummon a floating, spectral weapon that attacks your enemies alongside you.EvocationBonus Action
- Warding BondWard an ally. They gain Resistance to all damage, and a +1 bonus to their Armour Class and Saving Throws. Each time the ally takes damage, you take the same amount of damage.AbjurationAction
- WebCover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them.ConjurationActionConcentration
Level 3
- Animate DeadCreate an undead servant from a corpse.NecromancyAction
- Beacon of HopeYour allies will regain the maximum hit points possible when healed. They also gain Advantage on Wisdom Saving Throws and Death Saving Throws.AbjurationActionConcentration
- Bestow CurseCurse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions.NecromancyActionConcentration
- Blinding SmiteEvoke a heavenly flare and possibly Blind your target.EvocationAction
- BlinkAt the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world.TransmutationAction
- Call LightningLightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot.ConjurationActionConcentration
- Conjure BarrageChannel your weapon's essence into a destructive, widespread volley.ConjurationAction
- CounterspellTry to stop a spell being cast.AbjurationReaction
- Crusader's MantleRadiate a holy power that emboldens you and nearby allies. You and your allies' weapon attacks deal an additional 1d4 Radiant damage.EvocationActionConcentration
- DaylightEnchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it.EvocationAction
- Elemental WeaponImbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an additional 1d4 damage of your choice.TransmutationActionConcentration
- FearHostile targets drop everything and become Fearful: they have Disadvantage on Ability Checks and Attack Rolls.IllusionActionConcentration
- Feign DeathPut an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect.NecromancyAction
- FireballShoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity.EvocationAction
- Gaseous FormTransform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage.TransmutationActionConcentration
- Glyph of WardingInscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.AbjurationAction
- Grant FlightBestow the ability to Fly upon yourself or an ally.TransmutationActionConcentration
- HasteTarget yourself or an ally to become Hastened: gain an action, become faster and gain +2 to Armour Class.TransmutationActionConcentration
- Hunger of HadarCreatures within this black sphere are Blinded and take damage at the end of their turn and the start of their turn.ConjurationActionConcentration
- Hypnotic PatternHypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act.IllusionActionConcentration
- Lightning ArrowAfter the arrow hits, smaller bolts snake out from the target toward nearby creatures.TransmutationAction
- Lightning BoltCall forth a blast of lightning that hits all creatures in the line of the eruption.EvocationAction
- Mass Healing WordHeal your nearby allies.EvocationBonus Action
- Plant GrowthMake weeds burst from the ground and smother the area. Creatures moving through the weeds have their movement speed quartered.TransmutationAction
- Protection from EnergyTouch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.AbjurationActionConcentration
- Remove CurseTouch a creature or object to remove all Curses and Hexes affecting it.AbjurationAction
- RevivifyRevive a companion. They return to life with 1 hit point.NecromancyAction
- Sleet StormCall forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface.ConjurationActionConcentration
- SlowTarget up to 6 creatures and Slow them. Movement and actions are affected, and their AC and Dexterity saves are reduced by 2.TransmutationActionConcentration
- Speak with DeadGrant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions.NecromancyActionRitual
- Spirit GuardiansCall forth spirits to protect you. Nearby enemies take 3d8 Radiant damage or 3d8 Necrotic damage per turn, and their movement speed is halved.ConjurationActionConcentration
- Stinking CloudCreate a cloud of gas so nauseating it prevents creatures from taking actions.ConjurationActionConcentration
- Vampiric TouchTouch an enemy to siphon their life force and regain half as many hit points.NecromancyActionConcentration
- Warden of VitalityWhile this aura lasts, you can cast Restore Vitality as a bonus action to heal yourself or nearby allies.EvocationAction
Level 4
- Arcane EyeCreate an invisible, magical eye that can scout the path ahead for you.ConjurationActionConcentration
- BanishmentTemporarily Banish your target to another plane of existence.AbjurationActionConcentration
- BlightPlants take maximum damage from this spell, and have Disadvantage on the Saving Throw against it.NecromancyAction
- ConfusionConfuse a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.EnchantmentActionConcentration
- Conjure Minor ElementalConjure a minor elemental to fight alongside you.ConjurationAction
- Conjure Woodland BeingConjure a dryad to fight alongside you. She can use Nature's Step, Entangle enemies, and Summon a wood woad.ConjurationAction
- Death WardProtect a creature from death. The next time damage would reduce it to 0 hit points, it remains conscious with 1 hit point left.AbjurationAction
- Dimension DoorTeleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.ConjurationAction
- Dominate BeastMake a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination.EnchantmentActionConcentration
- Evard's Black TentaclesTentacles sprout from the ground, turning the area into Difficult Terrain, attacking and Smothering creatures within.ConjurationActionConcentration
- Fire ShieldWreathe your body in flames that shed light in a 3 m radius, provide Resistance to Fire or Cold damage, and retaliate against melee attacks.EvocationAction
- Freedom of MovementSnap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralysed or Restrained.AbjurationAction
- Grasping VineSummon a giant vine capable of dragging creatures toward itself.ConjurationBonus Action
- Greater InvisibilityTurn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage.IllusionActionConcentration
- Guardian of FaithCall forth a divine guardian that attacks nearby enemies. Every time it deals damage, the guardian loses an equal amount of hit points.ConjurationAction
- Ice StormImpel a storm of hail and ice to crash from the sky, covering the ground and striking all objects and creatures within range.EvocationAction
- Otiluke's Resilient SphereEnclose a target in a sphere of shimmering force, blocking all incoming damage and spell effects.EvocationActionConcentration
- Phantasmal KillerHaunt a creature with its worst nightmares. It takes 4d10 Psychic damage per turn, cannot move, has Disadvantage on Ability Checks and Attack Rolls.IllusionActionConcentration
- PolymorphTransform a creature into a harmless sheep.TransmutationActionConcentration
- Staggering SmitePossibly Stagger your target. It can't take reactions and is more likely to miss.EvocationActionConcentration
- StoneskinTurn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage.AbjurationActionConcentration
- Wall of FireCreate a blazing wall of fire, burning anyone who dares stand too close.EvocationActionConcentration
Level 5
- Banishing SmitePossibly Banish your target to another plane of existence.AbjurationActionConcentration
- CloudkillCraft a large cloud that inflicts 5d8 Poison damage per turn. You can reposition the cloud every turn.ConjurationActionConcentration
- Cone of ColdMake a flurry of frost, crisp air, and condensed snow crystals erupt from your hands.EvocationAction
- Conjure ElementalBend the barrier between the Planes until they disgorge an elemental ally to follow and fight for you.ConjurationAction
- ContagionPoison a target and possibly afflict them with a disease of your choice.NecromancyAction
- Destructive WaveCreate a shockwave of either divine or malevolent thunder that damages nearby creatures and possibly knocks them Prone.EvocationAction
- Dispel Evil And GoodAberrations, celestials, elementals, fey, fiends, and undead have Disadvantage on Attack Rolls against you.AbjurationActionConcentration
- Dominate PersonMake a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated.EnchantmentActionConcentration
- Flame StrikeMake a pillar of divine fire roar down from the heavens like the wrath of affronted angels.EvocationAction
- Greater RestorationTouch a creature and negate any Charm, Petrification, Stun, or curse afflicting it.AbjurationAction
- Hold MonsterParalyse a creature. It can't move, act or react. Attacks from within 3 m are always Critical Hits.EnchantmentActionConcentration
- Insect PlagueLocusts attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks.ConjurationActionConcentration
- Mass Cure WoundsUnleash a soothing hum of energy that heals you and nearby allies.EvocationAction
- Planar BindingTarget an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.AbjurationActionConcentration
- SeemingDisguise up to 4 members of your adventuring party.IllusionAction
- TelekinesisThrow a creature or object up to 18 m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot.TransmutationActionConcentration
- Wall of StoneRaise a wall of non-magical, solid stone.EvocationActionConcentration
Level 6
- Arcane GateCreate two linked teleportation portals.ConjurationActionConcentration
- Blade BarrierSummon a wall of razor-sharp blades that turns the area into Difficult Terrain and damages anyone foolish enough to come close.EvocationActionConcentration
- Chain LightningStrike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18 m.EvocationAction
- Circle of DeathSculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures.NecromancyAction
- Create UndeadRaise a corpse as a heinous mummy that fights by your side.NecromancyAction
- DisintegrateIf the target fails a Dexterity Saving Throw, and the 10d6+40 Force damage reduces it to 0 hit points, it disintegrates into a crumbly ash.TransmutationAction
- EyebiteYour eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep.NecromancyActionConcentration
- Flesh to StoneAtrophy a foe, Restraining them until they temporarily turn to stone.TransmutationActionConcentration
- Globe of InvulnerabilityCreate a barrier that makes creatures and objects inside it Immune to all damage.AbjurationActionConcentration
- HarmReduce a target's maximum hit points, but never below 1.NecromancyAction
- HealHeal a target's wounds and remove Blindness and any diseases.EvocationAction
- Heroes' FeastYou and everyone around can't be poisoned, diseased, or frightened. Your HP increases, and you make Wisdom Saves with Advantage.ConjurationAction
- Otiluke's Freezing SphereCreate a ball of churning ice that can be launched instantly to generate a frosty explosion or stored for later use.EvocationAction
- Otto's Irresistible DanceCause a creature to start dancing, making it unable to take actions or move. Its attackers have Advantage on Attack Rolls.EnchantmentActionConcentration
- Planar AllyBeseech one of these otherworldly entities for aid.ConjurationAction
- SunbeamA beam of brilliant light sears and Blinds all creatures in its path.EvocationActionConcentration
- Wall of IceRaise a wall of solid ice that deals 10d6 Cold damage to anyone standing in its way.EvocationActionConcentration
- Wall of ThornsCreate a wall of pliable, twisted thorns surrounded by Entangling vines.ConjurationActionConcentration
- Wind WalkTransform yourself and all nearby party members into tiny clouds of mist to avoid attacks.TransmutationAction