Spell List

Spells (A) Acid Arrow 2nd-level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (powdered rhubarb leaf and an adder’s stomach) Duration: Instantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. Acid Splash Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above...


Spells by Class

Bard Spells Cantrips (0 Level) Dancing Lights Light Mage Hand Mending Message Minor Illusion Prestidigitation True Strike Vicious Mockery 1st Level Animal Friendship Bane Charm Person Comprehend Languages Cure Wounds Detect Magic Disguise Self Faerie Fire Feather Fall Healing Word Heroism Hideous Laughter Identify Illusory Script Longstrider Silent Image Sleep Speak with Animals Thunderwave Unseen Servant 2nd Level Animal Messenger Blindness/Deafness Calm Emotions Detect Thoughts Enhance Ability Enthrall Heat Metal Hold Person Invisibility Knock Lesser Restoration Locate Animals or Plants Locate Object Magic Mouth See Invisibility Shatter Silence Suggestion Zone of Truth 3rd Level Bestow Curse Clairvoyance Dispel Magic Fear Glyph of Warding Hypnotic Pattern Major Image Nondetection Plant Growth Sending Speak with Dead Speak with Plants Stinking Cloud Tiny Hut Tongues 4th Level Compulsion Confusion Dimension Door Freedom of Movement Greater Invisibility Hallucinatory Terrain Locate Creature Polymorph 5th Level Animate Objects Awaken Dominate Person Dream Geas Greater Restoration Hold Monster Legend Lore Mass Cure Wounds Mislead Modify Memory Planar Binding Raise Dead Scrying Seeming Teleportation Circle 6th Level Eyebite Find the Path Guards and Wards Irresistible Dance Mass Suggestion Programmed Illusion True Seeing 7th Level Arcane Sword Etherealness Forcecage Magnificent Mansion Mirage Arcane Project Image Regenerate Resurrection Symbol Teleport 8th Level Dominate Monster Feeblemind Glibness Mind Blank Power Word Stun 9th Level Foresight Power Word Kill True Polymorph Cleric Spells Cantrips (0 Level) Guidance Light Mending Resistance Sacred Flame Spare the Dying Thaumaturgy 1st Level Bane Bless Command Create or Destroy Water Cure Wounds Detect Evil and Good Detect Magic Detect Poison and Disease Guiding Bolt Healing Word Inflict Wounds Protection from Evil and Good Purify Food and Drink Sanctuary Shield of Faith 2nd Level Aid Augury Blindness/Deafness Calm Emotions Continual Flame Enhance Ability Find Traps Gentle Repose Hold Person Lesser Restoration Locate Object Prayer of Healing Protection from Poison Silence Spiritual Weapon Warding Bond Zone of Truth 3rd Level Animate Dead Beacon of Hope Bestow Curse Clairvoyance Create Food and Water Daylight Dispel Magic Glyph of Warding Magic Circle Mass Healing Word Meld into Stone Protection from Energy Remove Curse Revivify Sending Speak with Dead Spirit Guardians Tongues Water Walk 4th Level Banishment Control Water Death Ward Divination Freedom of Movement Guardian of Faith Locate Creature Stone Shape 5th Level Commune Contagion Dispel Evil and Good Flame Strike Geas Greater Restoration Hallow Insect Plague Legend Lore Mass Cure Wounds Planar Binding Raise Dead Scrying 6th Level Blade Barrier Create Undead Find the Path Forbiddance Harm Heal Heroes’ Feast Planar Ally True Seeing Word of Recall 7th Level Conjure Celestial Divine Word Etherealness Fire Storm Plane Shift Regenerate Resurrection Symbol 8th Level Antimagic Field Control Weather Earthquake Holy Aura 9th Level Astral Projection Gate Mass Heal True Resurrection Druid Spells Cantrips (0 Level) Driudcraft Guidance Mending Poison Spray Produce Flame Resistance Shillelagh 1st Level Animal Friendship Charm Person Create or Destroy Water Cure Wounds Detect Magic Detect Poison and Disease Entangle Faerie Fire Fog Cloud Goodberry Healing Word Jump Longstrider Purify Food and Drink Speak with Animals Thunderwave 2nd Level Animal Messenger Barkskin Darkvision Enhance Ability Find Traps Flame Blade Flaming Sphere Gust of Wind Heat Metal Hold Person Lesser Restoration Locate Animals or Plants Locate Object Moonbeam Pass without Trace Protection from Poison Spike Growth 3rd Level Call...


Spell Attack

Spell Saving Throws Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist one of your spells = 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. Spell Attack Rolls Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus. Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated. Combining Magical Effects The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap. For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice.


Casting A Spell

When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description begins with a block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect. Casting Time Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. Bonus Action A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action. Reactions Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so. Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over. Spell Range The target of a spell must be within the spell’s range. For a spell like magic...


Schools of Magic

Academies of magic group spells into eight categories called schools of magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity. The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools. Abjuration spells are protective in nature, though some of them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes of existence. Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing. Divination spells reveal information, whether in the form of secrets long forgotten, glimpses of the future, the locations of hidden things, the truth behind illusions, or visions of distant people or places. Enchantment spells affect the minds of others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet. Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds. Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an...


Cantrips and Rituals

Cantrips A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0. Rituals Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level. To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character’s ritual feature specifies otherwise, as the wizard’s does.


Spells Overview

What Is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix ##), drain life energy away, and restore life to the dead. Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so. Spell Level Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell. Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell. Known and Prepared Spells Before a spellcaster can use a spell, he or she must have the spell firmly fixed...