Spells by Class
Bard Spells
Cantrips (0 Level)
Dancing Lights Light Mage Hand Mending Message Minor Illusion Prestidigitation True Strike Vicious Mockery1st 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 Servant2nd 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 Truth3rd 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 Tongues4th Level
Compulsion Confusion Dimension Door Freedom of Movement Greater Invisibility Hallucinatory Terrain Locate Creature Polymorph5th 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 Circle6th Level
Eyebite Find the Path Guards and Wards Irresistible Dance Mass Suggestion Programmed Illusion True Seeing7th Level
Arcane Sword Etherealness Forcecage Magnificent Mansion Mirage Arcane Project Image Regenerate Resurrection Symbol Teleport8th Level
Dominate Monster Feeblemind Glibness Mind Blank Power Word Stun9th Level
Foresight Power Word Kill True PolymorphCleric Spells
Cantrips (0 Level)
Guidance Light Mending Resistance Sacred Flame Spare the Dying Thaumaturgy1st 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 Faith2nd 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 Truth3rd 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 Walk4th Level
Banishment Control Water Death Ward Divination Freedom of Movement Guardian of Faith Locate Creature Stone Shape5th Level
Commune Contagion Dispel Evil and Good Flame Strike Geas Greater Restoration Hallow Insect Plague Legend Lore Mass Cure Wounds Planar Binding Raise Dead Scrying6th Level
Blade Barrier Create Undead Find the Path Forbiddance Harm Heal Heroes’ Feast Planar Ally True Seeing Word of Recall7th Level
Conjure Celestial Divine Word Etherealness Fire Storm Plane Shift Regenerate Resurrection Symbol8th Level
Antimagic Field Control Weather Earthquake Holy Aura9th Level
Astral Projection Gate Mass Heal True ResurrectionDruid Spells
Cantrips (0 Level)
Driudcraft Guidance Mending Poison Spray Produce Flame Resistance Shillelagh1st 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...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...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...