This is an attempt to provide simple, short, explanations of what the spells in the Fifth Edition Player's Handbook do, placed in the context of the specific classes who have them, to make it easier for new players to select spells, rather than requiring them to jump around. The descriptions are shortened and generally not a full explanation of what the spell does.
Copying all these spells out was an involved process, and while there was a last-stage error check as I copied spells to individual class lists, it is possible I missed something. If there is a spell missing from a particular class's spell list, or with a description that is incorrect, please tell me in the comments. Spell descriptions are often shortened or simplified, excluding useful information; if you decide to learn a specific spell, then you should probably go find it in the book.
Formatting Notes
Spell Name (Spell Category, (B)A, V/S/M*, C/R, I/UD/Xr, T/S/X') - Spell description
Spell Categories:
Abj - Abjuration
Conj - Conjuration
Div - Divination
Ench - Enchantment
Evo - Evocation
Ill - Illusion
Necro - Necromancy
Trans - Transmutation
BA: Bonus action
RA: Reaction
A: Action
L: Long cast time (time >> 1 round)
V: Verbal components
S: Somatic components
M: Material components
M*: Material components (non-trivial cost)
C: Concentration
R: Ritual
I: Instant
UD: Until Dispelled
Xr: X round duration
Xm: X minute duration
Xh: X hour duration
Xd: X day duration
T: Touch range
S: Self range
Sight: Sight range
X': X feet range.
Xmi: X mile range.
Sp: Special duration or range.
Out of respect to Wizards of the Coast's legitimate copyright claims, proper names (such as people or places) in spell names are changed to a single letter followed by the letter X a number of times.
The short spell descriptions are not intended to be a complete mechanical explanation of the spell, but sufficient for a reader to know what it does beyond the extent to which the name may be suggestive, for assistance with new players or those trying out a new spellcasting class, without paging through every spell's description.
They will not include every rule about the spell, even in shorthand form. You should probably read the descriptions of any spell you do choose, so that you can summarize what is important to you in your own notes.
To reduce length, "saving throws" are referred to as "saves," and the ability scores are referred to by their abbreviation (Str, Dex, Con, Int, Wis, Cha).
All spells are from the 5e PHB.
Bard Spells
Bard Cantrips (0th Level Bard Spells)
Blade Ward (Abj, A, V/S, 1r, S) - Resistance to bludgeoning, piercing, slashing until your next turn.
Dancing Lights (Evo, A, V/S/M, C, 1m, 120') - Creates four torch-sized lights, which illuminate 10' and can be moved 60' as a bonus action.
Friends (Ench, A, S/M, C, 1m, S) - Grants advantage on Cha checks against target, but at the end, the creature knows you used magic on it and becomes hostile.
Light (Evo, A, V/M, 1h, T) - Object sheds 20' of bright light and an additional 20' of dim light.
Mage Hand (Conj, A, V/S, 1m, 30') - Creates spectral hand that can lift 10lbs, but not attack or activate magic items.
Mending (Trans, L, V/S/M, I, T) - Repairs a single break or tear in the touched object.
Message (Trans, A, V/S/M, 1r, 120') - Sends a whispered message to a target which only they can hear. Can send through sufficiently thin solid objects if you know the target.
Minor Illusion (Ill, A, S/M, 1m, 30') - Creates an auditory or visual hallucination; if visual, must fit in a 5' cube.
Prestidigitation (Trans, A, V/S, Sp, 10') - Creates one of a variety of minor, practical effects, such as sparks of light, cleaning or soiling 1 cubic foot, chilling, warming, or flavoring nonliving matter for an hour, or creating an illusion in your hand until the end of your next turn.
True Strike (Div, A, S, C, 1r, 30') - Grants advantage on an attack roll against chosen creature next round.
Vicious Mockery (Ench, A, V, I, 60') - Target takes 1d4 psychic and has disadvantage on next attack roll, Wis save stops damage and effect. Higher caster levels increase damage.
First Level Bard Spells
Animal Friendship (Ench, A, V/S/M, 24h, 30', Ench) - Charms a beast with <3 Int for the day. Upcast to charm 1 more beast/level.
Bane (Ench, A, V/S/M, C, 1m, 30', Ench) - Up to three creatures must make a Cha save or suffer a 1d4 penalty each time they attack or save. Upcasting increases the number of targets by 1/level.
Charm Person (Ench, A, V/S, 1h, 30') - Wis save or target is charmed, and thinks of you as a friendly acquaintance, realizing magic was used on it when the duration ends. Upcasting increases the number of targets by 1/level.
Comprehend Languages (Div, A, V/S/M, R, 1h, S) - Allows you to understand any spoken or written language for an hour.
Cure Wounds (Evo, A, V/S, I, T) - Heals 1d8 + (spellcasting ability modifier) damage. Upcasting heals an additional 1d8/level.
Detect Magic (Div, A, V/S, C/R, 10m, S) - Senses magical objects or creatures within 30', and school of magic.
Disguise Self (Ill, A, V/S, 1h, S) - Makes you and your armor look like another person; purely illusory.
Dissonant Whispers (Ench, A, V, I, 60') - 3d6 psychic damage, and target must use reaction to flee you. Wis save for half damage, no effect.
Faerie Fire (Evo, A, V, C, 1m, 60') - Objects and people in a 20' cube are lit up, counteracting invisibility for the duration. Dex save prevents.
Feather Fall (Trans, RA, V/M, 1m, 60') - Up to five falling creatures have their descent velocity capped at 60'/round. If they hit the ground while the spell is ongoing, they take no fall damage.
Healing Word (Evo, BA, V, I, 60') - Creature regain 1d4 + (spellcasting ability mod) HP. Upcasting adds +1d4 healing/level.
Heroism (Ench, A, V/S, C, 1m, T) - Creature gains immunity to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of its turn. Upcasting adds +1 target/level.
Identify (Div, L, V/S/M*, R, I, T) - Identifies what a magical item does, what magic created an object, and what spells are currently affecting a touched creature.
Illusory Script (Ill, L, S/M*, R, 10d, T) - Only designated creatures and those with truesight can read your hidden message, with a false or gibberish text appearing for all others.
Longstrider (Trans, A, V/S/M, 1h, T) - Target's speed increases by +10'. Upcasting adds +1 creature/level.
Silent Image (Ill, A, V/S/M, C, 10m, 60') - Creates a visual illusion that you can move and make look as if it's moving naturally.
Sleep (Ench, A, V/S/M, 1m, 90') - 5d8 hit points of creatures are put to sleep. Upcasting adds +2d8 HP of targets/level.
Speak with Animals (Div, A, V/S, R, 10m, S) - You can speak and verbally communicate with beasts for the duration.
Txxxx's Hideous Laughter (Ench, V/S/M, C, 1m, 30') - Target falls prone and is incapacitated, unable to stand. Wis save prevents. Each turn and when damaged, target can make fresh Wis save.
Thunderwave (Evo, A, V/S, I, S) - Those within 15' take 2d8 thunder damage and are pushed 10' away. Con save halves damage and prevents push. Upcasting increases damage by +1d8/level.
Unseen Servant (Conj, A, V/S/M, R, 1h, 60') - Creates an invisible servant incapable of attacking that performs simple tasks at your command. You can give new commands as a bonus action.
Second Level Bard Spells
Animal Messenger (Ench, A, V/S/M, R, 24h, 30', Ench) - Tiny beast seeks out a chosen location/target, speaks up to 25 words. Upcast for longer distances/duration.
Blindness/Deafness (Necro, A, V, 1m, 30') - Target makes Con save or is blinded/deafened (your choice). Upcasting increases number of targets by 1/level.
Calm Emotions (Ench, A, V/S, C, 1m, 60') - Cha save (can choose to fail) or suppress charm/frighten. Alternately, Cha save or become indifferent to previously-hostile creatures until attacked or harmed.
Cloud of Daggers (Conj, A, V/S/M, C, 1m, 60') - Creates a 5' cube of daggers which deal 4d4 slashing damage to those who pass through. Upcasting increases damage by 2d4/level.
Crown of Madness (Ench, A, V/S, C, 1m, 120') - Target attacks who you command it to as an action, as long as it continues to fail Wis saves and it can. Otherwise it is free to act.
Detect Thoughts (Div, A, V/S/M, C, 1m, S) - Detect surface thoughts of one creature at a time within 30'. Can plunge deeper for insight into reasoning, emotional state, and important things, but this lets it resist with a successful Wis save ending the spell. Continued probing means Int v. Int checks that end the spell if it wins. Can detect invisible within 30'. No effect on creatures with <3 Int or no language.
Enhance Ability (Trans, A, V/S/M, C, 1h, T) - Creature gains advantage on chosen Ability checks, and additional benefits for Str/Dex/Con. Upcasting lets you target +1 creature/level.
Enthrall (Ench, A, V/S, 1m, 60') - Creatures you choose within range must make a Wis save or suffer disadvantage on Perception checks to perceive anyone but you. Target has advantage on Wis save if they're fighting you or your companions.
Heat Metal (Trans, A, V/S/M, C, 1m, 60') - Metal object becomes red-hot, dealing 2d8 fire damage to those in contact with it. As a bonus action, deal damage again. Holding the object inflicts disadvantage to attack rolls and ability checks until your next turn. Upcasting adds +1d8 damage/level.
Hold Person (Ench, A, V/S/M, C, 1m, 60') - Paralyzes humanoid target, Wis save ends, try again each turn. Upcasting adds +1 target/level.
Invisibility (Ill, A, V/S/M, C, 1h, T) - Target turns invisible, ends if they attack or cast spell. Upcasting adds +1 target/level.
Knock (Trans, A, V, I, 60') - Unlocks object, creates loud sound audible up to 300' away.
Lesser Restoration (Abj, A, V/S, I, T) - End one disease or condition (blinded, deafened, paralyzed, poisoned) afflicting the touched creature.
Locate Animals or Plants (Div, A, V/S/M, R, I, S) - Learn the direction or distance of the nearest specimen of a species of beast or plant within 5 miles.
Locate Object (Div, A, V/S/M, C, 10m, S) - Sense the direction of an object within 1000' of you.
Magic Mouth (Ill, L, V/S/M*, R, UD, 30') - On trigger, object speaks a message of 25 words or less. Can repeat, or end after a single speech.
Phantasmal Force (Ill, A, V/S/M, C, 1m, 60') - Creates an illusory object in a single target's mind. Int save prevents, and an action and Int (Investigation) check can reveal it. Otherwise, the target becomes irrationally convinced of the illusion's reality, and can take 1d6 psychic damage from it if it would harm it.
See Invisibility (Div, A, V/S/M, 1h, S) - Lets you see invisible creatures and objects, and things in the Ethereal Plane.
Shatter (Evo, A, V/S/M, I, 60') - All creatures in a 10' radius sphere take 3d8 thunder damage, Con save halves. Inorganic creatures have disadvantage on the save. Upcasting adds +1d8 damage/level.
Silence (Ill, A, V/S, C/R, 10m, 120') - No sound can be created within or pass through a 20' radius sphere. Creatures inside are immune to thunder damage and deafened. Spells with verbal components cannot be cast.
Suggestion (Ench, A, V/M, C, 8h, 30') - Target must take some apparently-reasonable action you suggest, Wis save prevents.
Zone of Truth (Ench, A, V/S, 10m, 60') - Creatures inside the zone must make a Cha save; if they fail, they cannot speak a deliberate lie within the area, and you know if they succeeded/failed.
Third Level Bard Spells
Bestow Curse (Necro, A, V/S, C, 1m, T) - Curses touched target, inflicting one of: disadvantage on ability scores; disadvantage attacks against you; forcing Wis saves to act; or taking additional necrotic damage from your attacks. Upcasting increases duration and can remove concentration.
Clairvoyance (Div, L, V/S/M*, C, 10m, 1mi) - Creates an invisible sensor within a mile, which you can see or hear through for 10 minutes.
Dispel Magic (Abj, A, V/S, I, 120') - Cancels any spell of 3rd level or below on target creature, object, or magical effect. DC 10 + spell level check to dispel higher level. Upcasting auto-cancels higher level spells.
Fear (Ill, A, V/S/M, C, 1m, S) - Each creature in 30' cone drops what it's holding and becomes frightened. Wis saving throw prevents. Can flee, and can make a new Wis saving throw when it can no longer see you.
Feign Death (Necro, A, V/S/M, R, 1h, T) - Willing creature appears dead for one hour.
Glyph of Warding (Abj, V/S/M*, UD, T) - Places a hidden glyph on a surface or inside an openable object, which either erupts in 5d8 acid/cold/fire/lightning/thunder damage (your choice) that can be halved by a successful Dex save, or a 3rd level or lower spell. Upcasting grants +1d8 damage/level, or allows +1 spell level/level.
Hypnotic Pattern (Ill, A, S/M, C, 1m, 120') - Targets incapacitated and speed of 0. Wis save stops. Ends if target attacked.
Lxxxxxx's Tiny Hut (Evo, L, V/S/M, R, 8h, S) - 10' radius immobile dome appears around you, providing protection from all outside, including spells or inclement weather.
Major Image (Ill, A, V/S/M, C, 10m, 120') - Creates a convincing illusion that sounds, smells, looks, and has the warmth/cold of the real thing, in a 20' cube. Upcasting voids Concentration tag at 6th level.
Nondetection (Abj, A, V/S/M*, 8h, T) - Target creature, place, or object can't be targeted or perceived by divination or magical scrying.
Plant Growth (Trans, A, V/S, I, 150') - All normal plants in a 100' radius become thick and overgrown, quadrupling movement costs. Alternately, cast the spell over eight hours, doubling harvests for the year.
Sending (Evo, A, V/S/M, 1r, U, Evo) - Send a message of 25 words or less to a creature you know, which is heard in their mind. Works across planes 95% of the time.
Speak with Dead (Necro, A, V/S/M, 10m, 10') - Ask the corpse up to five questions, which it may answer as it likes.
Speak with Plants (Trans, A, V/S, 10m, S) - Plants within 30' have limited sentience and animation, letting them communicate with you and follow simple commands.
Stinking Cloud (Conj, A, V/S/M, C, 1m, 90') - 20' radius sphere of nauseating gas forces creatures within to spend their action retching and reeling, Con save allows normal action.
Tongues (Div, A, V/M, 1h, T) - Touched creature understands any spoken language, and can be understood by any creature that knows at least one language.
Fourth Level Bard Spells
Compulsion (Ench, A, V/S, C, 1m, 30') - Affected creatures must move horizontal from you, with a Wis save resisting.
Confusion (Ench, A, V/S/M, C, 1m, 90') - 10' radius sphere become confused, taking random actions, unless they make a Wis save (repeats each round). Upcasting adds +5' radius/level.
Dimension Door (Conj, A, V, I, 500') - Teleport self, carried objects, one willing creature. Take 4d6 force damage and spell fails if you try to teleport into something.
Freedom of Movement (Abj, A, V/S/M, 1h, T) - Touched creature is unaffected by difficult terrain, or magical effects that reduce movement speed or cause it to be paralyzed or restrained.
Hallucinatory Terrain (Ill, L, V/S/M, 24h, 300') - 150' cube of natural terrain appears entirely like a different sort of natural terrain.
Locate Creature (Div, A, V/S/M, C, 1h, S) - Sense the direction of a creature within 1000' of you.
Polymorph (Trans, A, V/S/M, C, 1h, 60') - Target is transformed into a new shape with a CR equal to or less than its CR (or level). All stats are replaced, including current and maximum hit points. Unwilling targets may make a Wis save to prevent. Unwilling shapechangers cannot be targeted.
Fifth Level Bard Spells
Animate Objects (Trans, A, V/S, C, 1m, 120', Trans) - Animates up to ten nonmagical objects. Upcast for +2 objects/level.
Awaken (Trans, L, V/S/M*, I, T, Trans) - Makes a dumb beast or plant Int 10 and positively inclined towards you.
Dominate Person (Ench, A, V/S, C, 1m, 60') - Charms a humanoid, letting you telepathically give it commands for the duration. Wis save prevents, and taking damage while charmed prompts a new Wis save. Upcasting increases duration.
Dream (Ill, L, V/S/M, 8h, Sp) - You or someone you touch enters the dream of a target on the same plane, letting them talk to them. If they appear monstrous, they can't say more than ten words, but the target must make a Wis save or take 3d6 psychic damage and lose any benefits of sleep.
Geas (Ench, V, 30d, 60') - Give a creature that can understand you a magical command, charming them. Acting against the command causes 5d10 psychic damage (once per day) for the duration. Wisdom save stops. Upcasting extends duration.
Greater Restoration (Abj, A, V/S/M*, I, T) - Reduce exhaustion by one or cancel a single instance of a charm, petrification, curse, attunement to a cursed item, ability score reduction, or hit point maximum reduction.
Hold Monster (Ench, A, V/S/M, C, 1m, 90') - Paralyzes non-undead target, Wis save ends, try again each turn. Upcasting adds +1 target/level.
Legend Lore (Div, L, V/S/M*, I, S) - Gives accurate information about a named or described legendary person, place, or object.
Mass Cure Wounds (Conj, A, V/S, I, 60') - Up to 6 creatures in a 30' radius heal 3d8 + spellcasting ability modifier. Upcasting increases by +1d8/level.
Mislead (Ill, A, S, C, 1h, S) - Become invisible and create illusory double; invisibility ends on attack, and double does what you wish. You can see through double as a bonus action instead of own senses.
Modify Memory (Ench, A, V/S, C, 1m, 30') - Charms targeted creature, incapacitating it and making it unaware of its surroundings. Wis save prevents, and advantage on save if you are fighting it. While incapacitated, creature can have memories within 24h adjusted by you talking to it. Upcasting increases maximum age of memory affected.
Planar Binding (Abj, L, V/S/M*, 24h, 60') - Binds a celestial, elemental, fey, or fiend into your service for the duration. Cha save at end of casting prevents. Upcasting increases the duration.
Raise Dead (Necro, L, V/S/M*, I, T) - Brings back a dead person who hasn't been dead for longer than ten days.
Scrying (Div, L, V/S/M*, C, 10m, S) - Lets you see and hear a particular creature on the same plane of existence. Wis save prevents for next 24 hours.
Seeming (Ill, A, V/S, 8h, 30') - Any number of creatures in range are given a new, illusory appearance. Cha save prevents.
Teleportation Circle (Conj, L, V/M*, 1r, 10') - 10' diameter circle teleports you to a known permanent teleportation circle. It can create a permanent teleportation circle by casting on a specific location every day for a year.
Sixth Level Bard Spells
Eyebite (Necro, A, V/S, C, 1m, S) - While active, can send a single creature within 60' to sleep, into a panic, or sicken it. Can apply to a new creature each round. A successful Wis save stops effect and provides immunity for the duration.
Find the Path (Div, L, V/S/M*, C, 1d, S) - Finds the shortest route to a location you know on the same plane as you.
Guards and Wards (Abj, L, V/S/M*, 24h, T) - Ward protects 2500 sqft of floor space, creating a variety of effects within the area.
Mass Suggestion (Ench, A, V/M, 24h, 60') - Up to twelve creatures obey your reasonable-sounding suggestion. Wis save prevents. Upcasting increases duration.
Oxxx's Irresistible Dance (Ench, A, V, C, 1m, 30') - Targeted creature uses all movement to dance, giving it disadvantage on Dex saves and attack rolls, and giving others advantage on attacks against it. As an action, Wis save ends.
Programmed Illusion (Ill, V/S/M*, UD, 120') - Creates an illusory object, creature, or other visible phenomenon that activates when a specific condition occurs, playing up to a five minute performance. Resets after ten minutes of dormancy.
True Seeing (Div, A, V/S/M*, 1h, T) - Grants target truesight, secret door detection, and ability to see into Ethereal Plane for 120'.
Seventh Level Bard Spells
Etherealness (Trans, A, V/S, 8h, S) - Enter the Border Ethereal until you leave. You can see, but not interact with, the material plane up to 60', and otherwise move in all directions. Upcasting lets you bring +2/+5 willing creatures/level with you.
Forcecage (Evo, A, V/S/M*, 1h, 100') - An immobile, invisible prison surrounds up to 20'x20'x20' cage, or 10'x10'x10' for a completely sealed box. Creatures inside can't escape without magic, and escaping with magic requires a Cha save. Immune to dispel magic.
Mirage Arcane (Ill, L, V/S, 10d, Sight), Terrain in up to 1 mile square looks, sounds, smells, and feels like a different terrain.
Mxxxxxxxxxxx's Magnificent Mansion (Conj, L, V/S/M*, 24h, 300') - Creates an elaborate extradimensional dwelling, with a 5'x10' entrance, which you can open or close while within 30'. It has 100 people's worth of food and 100 near-transparent servants.
Mxxxxxxxxxxx's Sword (Evo, A, V/S/M*, C, 1m, 60') - Sword-shaped plane of force deals 3d10 force damage, can be moved 20' as a bonus action to attack again.
Project Image (Ill, A, V/S/M*, C, 1d, 500mi) - Illusory copy of yourself created within range, which can move and act at your command. Can see through its senses or yours, but not both.
Regenerate (Trans, L, V/S/M, 1h, T) - Target regains 4d8 + 15 hit points, and recovers 1 hit point per turn, and regenerates severed extremities after two minutes.
Resurrection (Necro, L, V/S/M*, I, T) - Dead creature that did not die of old age and died within the past century is brought back to life.
Symbol (Abj, V/S/M*, UD, T) - Harmful glyph inflicts one of a variety of effects within a 60' radius sphere for 10 minutes when triggered.
Teleport (Conj, A, V, I, 10') - Instantly transports you and up to eight other willing creatures to a destination you know on the same plane of existence.
Eighth Level Bard Spells
Dominate Monster (Ench, A, V/S, C, 1h, 60') - Charms a creature, letting you telepathically give it commands for the duration. Wis save prevents, and taking damage while charmed prompts a new Wis save. Upcasting increases duration.
Feeblemind (Ench, A, V/S/M, I, 150') - Target takes 4d6 psychic damage. It must also make an Int save or have Int and Cha set to 1, and lose the ability to activate magic items, cast spells, understand language, or communicate. Can attempt Int save again once every 30 days to clear the effect.
Glibness (Trans, A, V, 1h, S) - Replace any rolled Charisma check with a 15, and overpowers truth-telling magic.
Mind Blank (Abj, A, V/S, 24h, T) - Touched creature is immune to psychic damage, emotion or thought-detecting effects, divination in general, and the charmed condition.
Power Word Stun (Ench, A, V, I, 60') - Target creature with fewer than 150 hit points is stunned. Repeatable Con save at end of its turn ends this effect.
Ninth Level Bard Spells
Foresight (Div, L, V/S/M, 8h, T) - Touched creature cannot be surprised, has advantage on attack rolls, ability checks, and saving throws; other creatures have disadvantage on attack rolls for duration. Can only be active on one creature at a time.
Power Word Heal (Evo, A, V/S, I, T) - Target regains all hit points, and stops being charmed, frightened, paralyzed, or stunned.
Power Word Kill (Ench, A, V, I, 60') - Target creature with less than 100 hit points instantly dies.
True Polymorph (Trans, A, V/S/M, C, 1h, 30') - Transforms a creature into a different creature, into an object, or an object into a creature. Shapechangers aren't affected, and unwilling creatures may make a Wis save.
Cleric Spells
Cleric Cantrips (0th Level Cleric Spells)
Guidance (Div, A, V/S, C, 1m, T) - Target can roll 1d4 and add it to a single ability check, at which point the spell ends.
Light (Evo, A, V/M, 1h, T) - Object sheds 20' of bright light and an additional 20' of dim light.
Mending (Trans, L, V/S/M, I, T) - Repairs a single break or tear in the touched object.
Resistance (Abj, A, V/S/M, C, 1m, T) - Lets the target creature add +1d4 to a save, once, then the spell ends.
Sacred Flame (Evo, A, V/S, I, 60') - 1d8 radiant damage, Dex save stops. Damage increases with caster level.
Spare the Dying (Necro, A, V/S, I, T) - Target creature at 0 hp is stabilized.
Thaumaturgy (Trans, A, V, 1m, 30') - Manifest a minor effect that is suggestive of supernatural power, such as making your voice loud, causing flames to flicker or change color, or altering the appearance of your eyes. Up to three such effects can be active at a time.
First Level Cleric Spells
Bane (Ench, A, V/S/M, C, 1m, 30', Ench) - Up to three creatures must make a Cha save or suffer a 1d4 penalty each time they attack or save. Upcasting increases the number of targets by 1/level.
Bless (Ench, A, V/S/M, C, 1m, 30') - Target adds 1d4 to all attack rolls and saves. Upcasting increases the number of targets by 1/level.
Command (Ench, A, V, 1r, 60') - Issue a one word command that is not harmful to the target. Wisdom save counters. Upcasting adds one target/level.
Create or Destroy Water (Trans, A, V/S/M, I, 30') - Creates or destroys 10gal of water, can be used to create 30' rain or disperse 30' fog. Upcast for +10gal/+5' area/level.
Cure Wounds (Evo, A, V/S, I, T) - Heals 1d8 + (spellcasting ability modifier) damage. Upcasting heals an additional 1d8/level.
Detect Evil or Good (Div, A, V/S, C, 10m, S) - Recognizes aberration, celestial, fey, fiend, or undead, as well as magical consecration/desecration, within 30'.
Detect Magic (Div, A, V/S, C/R, 10m, S) - Senses magical objects or creatures within 30', and school of magic.
Detect Poison and Disease (Div, A, V/S/M, C/R, 10m, S) - Senses poison, poisonous creatures, and disease within 30', and identifies type of poison, poisonous creature, or disease.
Guiding Bolt (Evo, A, V/S, 1r, 120') - Ranged attack dealing 4d6 radiant damage and giving advantage on the next attack roll. Upcasting is +1d6/level.
Healing Word (Evo, BA, V, I, 60') - Creature regain 1d4 + (spellcasting ability mod) HP. Upcasting adds +1d4 healing/level.
Inflict Wounds (Necro, A, V/S, I, T) - Deals 3d10 necrotic damage. Upcasting adds +1d10/level.
Protection from Evil and Good (Abj, A, V/S/M, C, 10m, T) - Target creature is protected against aberrations, celestials, elementals, fey, fiends, and undead. Against such creature, the target gains a bunch of benefits against them.
Purify Food and Drink (Trans, A, V/S, R, I, 10') - All nonmagical food and drink within 5' is purified and free of poison and disease.
Sanctuary (Abj, BA, V/S/M, 1m, 30') - Any creature wishing to attack the chosen creature must make a Wis save; on a fail, they must target someone else. Spell ends if warded creature attacks or casts an offensive spell.
Shield of Faith (Abj, BA, V/S/M, C, 10m, 60') - Grants +2 AC to target for duration.
Second Level Cleric Spells
Aid (Abj, A, V/S/M, 8h, 30', Abj) - +5 max and current HP for 8h. If upcast, +5HP per spell level.
Augury (Div, L, V/S/M*, R, I, S, Div) - Receive a fortune reading on something you plan to do in <30 minutes.
Blindness/Deafness (Necro, A, V, 1m, 30') - Target makes Con save or is blinded/deafened (your choice). Upcasting increases number of targets by 1/level.
Calm Emotions (Ench, A, V/S, C, 1m, 60') - Cha save (can choose to fail) or suppress charm/frighten. Alternately, Cha save or become indifferent to previously-hostile creatures until attacked or harmed.
Continual Flame (Evo, A, V/S/M*, UD, T) - Creates a light that can't be quenched.
Enhance Ability (Trans, A, V/S/M, C, 1h, T) - Creature gains advantage on chosen Ability checks, and additional benefits for Str/Dex/Con. Upcasting lets you target +1 creature/level.
Find Traps (Div, A, V/S, I, 120') - Detects the presence and general nature of traps within range and line of sight.
Gentle Repose (Necro, A, V/S/M, R, 10d, T) - Corpse doesn't decay/age for duration - including for purposes of raise dead- and can't become undead.
Hold Person (Ench, A, V/S/M, C, 1m, 60') - Paralyzes humanoid target, Wis save ends, try again each turn. Upcasting adds +1 target/level.
Lesser Restoration (Abj, A, V/S, I, T) - End one disease or condition (blinded, deafened, paralyzed, poisoned) afflicting the touched creature.
Locate Object (Div, A, V/S/M, C, 10m, S) - Sense the direction of an object within 1000' of you.
Prayer of Healing (Evo, L, V, I, 30') Up to 6 creatures regain 2d8 + your spellcasting ability modifier health. Upcasting adds +1d8/level.
Protection from Poison (Abj, A, V/S, 1h, T) - Neutralizes one poison in the target, and gives advantage on saves against poisons and resistance to poison damage for the duration.
Silence (Ill, A, V/S, C/R, 10m, 120') - No sound can be created within or pass through a 20' radius sphere. Creatures inside are immune to thunder damage and deafened. Spells with verbal components cannot be cast.
Spiritual Weapon (Evo, BA, V/S, 1m, 60') - Floating weapon deals 1d8 + spellcasting ability modifier force damage. Upcasting adds +1d8 damage.
Warding Bond (Abj, A, V/S/M*, 1h, T) - Target gains +1 AC and +1 to saves, and resistance to all damage. You take damage when the creature does. Ends if you are separated by more than 60' or reduced to 0 hit points.
Zone of Truth (Ench, A, V/S, 10m, 60') - Creatures inside the zone must make a Cha save; if they fail, they cannot speak a deliberate lie within the area, and you know if they succeeded/failed.
Third Level Cleric Spells
Animate Dead (Necro, L, V/S/M, I, 10', Necro) - Raises a zombie or skeleton, which obeys your orders for 24h unless spell is recast. Upcast to increase the number of undead by 2/level.
Beacon of Hope (Abj, A, V/S, C, 1m, 30') - Allies gain advantage on Wis and death saves, and gains maximum possible HP from any healing.
Bestow Curse (Necro, A, V/S, C, 1m, T) - Curses touched target, inflicting one of: disadvantage on ability scores; disadvantage attacks against you; forcing Wis saves to act; or taking additional necrotic damage from your attacks. Upcasting increases duration and can remove concentration.
Clairvoyance (Div, L, V/S/M*, C, 10m, 1mi) - Creates an invisible sensor within a mile, which you can see or hear through for 10 minutes.
Create Food and Water (Conj, A, V/S, I, 30') - Creates 45lbs of food and 30gal of water. Food lasts 24h unless eaten, water doesn't spoil.
Daylight (Evo, A, V/S, 1h, 60') - Creates a 60' radius sphere of bright light, with an additional 60' of dim light. Dispels 3rd level or lower magical darkness.
Dispel Magic (Abj, A, V/S, I, 120') - Cancels any spell of 3rd level or below on target creature, object, or magical effect. DC 10 + spell level check to dispel higher level. Upcasting auto-cancels higher level spells.
Feign Death (Necro, A, V/S/M, R, 1h, T) - Willing creature appears dead for one hour.
Glyph of Warding (Abj, V/S/M*, UD, T) - Places a hidden glyph on a surface or inside an openable object, which either erupts in 5d8 acid/cold/fire/lightning/thunder damage (your choice) that can be halved by a successful Dex save, or a 3rd level or lower spell. Upcasting grants +1d8 damage/level, or allows +1 spell level/level.
Magic Circle (Abj, L, V/S/M*, 1h, 10') - 10' radius, 20' tall cylinder provides protection against one or more of celestials, elementals, fey, fiends, or undead. Can also cast in reverse to trap such beings inside. Upcasting increases duration by +1h/level.
Mass Healing Word (Evo, BA, V, I, 60') - Heals up to 6 creatures by 1d4 + spellcasting ability modifier. Upcasting adds +1d4/level.
Meld Into Stone (Trans, A, V/S, R, 8h, T) - Step into stone object, completely hiding within it to all nonmagical senses.
Protection from Energy (Abj, A, V/S, C, 1h, T) - Target gains resistance to your choice of acid, cold, fire, lightning, or thunder.
Remove Curse (Abj, A, V/S, I, T) - Removes curses affecting a creature or object, unless it is a cursed magic item, in which case it ends attunement.
Revivify (Conj, A, V/S/M*, I, T) - Creature that died within the last minute is returned to life with 1 hit point.
Sending (Evo, A, V/S/M, 1r, U, Evo) - Send a message of 25 words or less to a creature you know, which is heard in their mind. Works across planes 95% of the time.
Speak with Dead (Necro, A, V/S/M, 10m, 10') - Ask the corpse up to five questions, which it may answer as it likes.
Spirit Guardians (Conj, A, V/S/M, C, 10m, S) - Spirits protect you, impeding those within 15', halving their speed, and inflicting 3d8 radiant or necrotic (depending on your alignment) to those within radius. Wis save halves damage.
Tongues (Div, A, V/M, 1h, T) - Touched creature understands any spoken language, and can be understood by any creature that knows at least one language.
Water Walk (Trans, A, V/S/M, R, 1h, 30') - Up to 10 creatures can walk across surface of liquid, and (if submerged) resurface at 60'/round.
Fourth Level Cleric Spells
Banishment (Abj, A, V/S/M, C, 1m, 60') - Target must make a Cha save or be banished to its home plane (or a harmless demiplane if it's on its home plane). Upcasting increases the number of targets by 1/level.
Control Water (Trans, A, V/S/M, C, 10m, 300') - Control up to 100'x100'x100' cube of water.
Death Ward (Abj, A, V/S, 8h, T) - If the target would drop to 0 hit points due to damage, they instead drop to 1 hit point and the spell ends.
Divination (Div, A, V/S/M*, R, I, S) - Ask one question about something that will happen within 7 days. Repeated casts before a long rest cause risk of random results.
Freedom of Movement (Abj, A, V/S/M, 1h, T) - Touched creature is unaffected by difficult terrain, or magical effects that reduce movement speed or cause it to be paralyzed or restrained.
Guardian of Faith (Conj, A, V, 8h, 30') - Creates a Large spectral guardian. When a creature moves within 10' of it, it deals 20 radiant damage, Dex save halves. When it's dealt 60 damage total, it vanishes.
Locate Creature (Div, A, V/S/M, C, 1h, S) - Sense the direction of a creature within 1000' of you.
Stone Shape (Trans, A, V/S/M, I, T) - Reshapes a Medium size stone object or 5' cube section of stone.
Fifth Level Cleric Spells
Commune (Div, L, V/S/M, R, 1m, S) - Ask your god three yes-or-no questions.
Contagion (Necro, A, V/S, 7d, T) - Touched target is afflicted with one of several diseases; 3 succeeded Con saves clears the disease, and 3 failed Con saves lead to it lasting 7 days.
Dispel Evil and Good (Abj, A, V/S/M, C, 1m, S) - Celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls. Can end to break charm/fright/possession from such beings on allies, or to try to banish (Cha save prevents) such beings back to their home plane.
Flame Strike (Evo, A, V/S/M, I, 60') - Deals 4d6 fire and 4d6 radiant damage in a 10' radius, 40' height cylinder, Dex save halves. Upcasting adds +1d6 damage/level.
Geas (Ench, V, 30d, 60') - Give a creature that can understand you a magical command, charming them. Acting against the command causes 5d10 psychic damage (once per day) for the duration. Wisdom save stops. Upcasting extends duration.
Greater Restoration (Abj, A, V/S/M*, I, T) - Reduce exhaustion by one or cancel a single instance of a charm, petrification, curse, attunement to a cursed item, ability score reduction, or hit point maximum reduction.
Hallow (Evo, L, V/S/M*, UD, T) - 60' radius area is hallowed, stopping celestials, elementals, fey, fiends, and undead (can exclude creature types) from entering it or charming/frightening/possessing those within. Can also add one of several additional buffs that benefit those within the area.
Insect Plague (Conj, A, V/S/M, C, 10m, 300') - 20' radius sphere deals 4d10 piercing damage to those inside, Con save halves. +1d10 damage/level.
Legend Lore (Div, L, V/S/M*, I, S) - Gives accurate information about a named or described legendary person, place, or object.
Mass Cure Wounds (Conj, A, V/S, I, 60') - Up to 6 creatures in a 30' radius heal 3d8 + spellcasting ability modifier. Upcasting increases by +1d8/level.
Planar Binding (Abj, L, V/S/M*, 24h, 60') - Binds a celestial, elemental, fey, or fiend into your service for the duration. Cha save at end of casting prevents. Upcasting increases the duration.
Raise Dead (Necro, L, V/S/M*, I, T) - Brings back a dead person who hasn't been dead for longer than ten days.
Scrying (Div, L, V/S/M*, C, 10m, S) - Lets you see and hear a particular creature on the same plane of existence. Wis save prevents for next 24 hours.
Sixth Level Cleric Spells
Blade Barrier (Evo, A, V/S, C, 10m, 90') - Vertical wall of blades cuts creatures for 6d10 slashing damage; Dex save halves damage.
Create Undead (Necro, L, V/S/M*, I, 10') - Raises up to three ghouls, which obey your orders for 24h unless spell is recast. Upcasting increases number of undead and allows better undead.
Find the Path (Div, L, V/S/M*, C, 1d, S) - Finds the shortest route to a location you know on the same plane as you.
Forbiddance (Abj, L, V/S/M*, R, 1d, T) - 40,000 sqft of space (and 30' up) is warded against teleportation, planar travel, etc. It can also deal 5d10 radiant/necrotic (your choice on casting) damage to celestials, elementals, fey, fiends, and/or undead (your choice on casting) who enter or start their turn in the area.
Harm (Necro, A, V/S, I, 60') - Deals 14d6 necrotic damage, Con save halves. Damage can't reduce HP below 1, but maximum HP are reduced for 1h by the damage taken. Effects which remove disease also work on the lost temporary HP.
Heal (Evo, A, V/S, I, 60') - Target regains 70 hp and is cured of blindness, deafness, and any diseases. Upcasting grants +10 hp/level.
Heroes' Feast (Conj, L, V/S/M*, I, 30') - Summons a feast. After spending an hour eating, those who partake are cured of all diseases and poisons. They also become immune to poison, gain advantage on Wis saves, and gain 2d10 hit point maximum/healing for the next 24 hours.
Planar Ally (Conj, L, V/S, I, 60') - Calls upon a powerful otherworldly entity, which sends a celestial, elemental, or fiend to aid you. You are expected to offer some sort of payment in exchange for services.
True Seeing (Div, A, V/S/M*, 1h, T) - Grants target truesight, secret door detection, and ability to see into Ethereal Plane for 120'.
Word of Recall (Conj, A, V, I, 5') - You and up to five willing creatures teleport to a previously designated sanctuary such as a temple to your deity.
Seventh Level Cleric Spells
Conjure Celestial (Conj, L, V/S, C, 1h, 90') - Summons a CR4 or less celestial that obeys verbal commands that don't conflict with its alignment. Upcasting at 9th level allows a CR5 or less celestial.
Divine Word (Evo, BA, V, I, 30') - Creatures that can hear you suffer increasing negative effects (starting with deafening, adding blinding, then stunning, then killing) based on current hit points, if they fail a Cha save. Celestials, elementals, fey, and fiends are forced back to their home plane if they fail their save, regardless of current hit points.
Etherealness (Trans, A, V/S, 8h, S) - Enter the Border Ethereal until you leave. You can see, but not interact with, the material plane up to 60', and otherwise move in all directions. Upcasting lets you bring +2/+5 willing creatures/level with you.
Fire Storm (Evo, A, V/S, I, 150') - Creates an area of ten 10' cubes, which deal 7d10 fire damage to all within, Dex save halves.
Plane Shift (Conj, A, V/S/M*, I, T) - You and eight others are transported to another plane of your choice. Can be used as a melee spell attack, Cha save prevents.
Regenerate (Trans, L, V/S/M, 1h, T) - Target regains 4d8 + 15 hit points, and recovers 1 hit point per turn, and regenerates severed extremities after two minutes.
Resurrection (Necro, L, V/S/M*, I, T) - Dead creature that did not die of old age and died within the past century is brought back to life.
Symbol (Abj, V/S/M*, UD, T) - Harmful glyph inflicts one of a variety of effects within a 60' radius sphere for 10 minutes when triggered.
Eighth Level Cleric Spells
Antimagic Field (Abj, A, V/S/M, C, 1h, S, Abj) - All magic ceases to function within a 10' radius of you.
Control Weather (Trans, L, V/S/M, C, 8h, S) - Changes weather conditions within a 5mi radius.
Earthquake (Evo, A, V/S/M, C, 1m, 500') - Shaking ground creates 100' radius difficult terrain, and breaks Concentration without a Con save. Each round, creatures in region must make Dex save or be knocked prone. Knocks down structures and creates fissures at DM's discretion.
Holy Aura (A, V/S/M*, C, 1m, S) - Creatures you choose within 30' of you gain advantage on all saves, and other creatures have disadvantage on attacks against them. Additionally, fiends and undead that attack an affected creature are blinded unless they make a Con save.
Ninth Level Cleric Spells
Astral Projection (Necro, L, V/S/M*, Sp, 10', Necro) - Project yourself and up to eight creatures into the Astral Plane.
Gate (Conj, A, V/S/M*, C, 1m, 60') - Creates a 5' to 20' diameter portal to another plane. Can target a creature on another plane whose name you know.
Mass Heal (Conj, A, V/S, I, 60') - Restores up to 700 hit points across any creatures within range. Creatures healed are cured of all diseases and blindness and deafness.
True Resurrection (Necro, L, V/S/M*, I, T) - Resurrects a creature that has been dead for less than 200 years, even if the body is destroyed.
Druid Spells
Druid Cantrips (0th Level Druid Spells)
Druidcraft (Trans, A, V/S, I, 30') - Cause one of several minor nature-related effects: weather report for the next 24h, plant blooming, 5' cube of sensory effect, and lighting or snuffing out a small fire.
Guidance (Div, A, V/S, C, 1m, T) - Target can roll 1d4 and add it to a single ability check, at which point the spell ends.
Mending (Trans, L, V/S/M, I, T) - Repairs a single break or tear in the touched object.
Poison Spray (Conj, A, V/S, I, 10') - Target takes 1d12 poison damage, Con save prevents. Damage increases at higher caster levels.
Produce Flames (Conj, A, V/S, 10m, S) - Ranged spell attack within 30' deals 1d8 fire damage. Damage increases at higher levels.
Resistance (Abj, A, V/S/M, C, 1m, T) - Lets the target creature add +1d4 to a save, once, then the spell ends.
Shillelagh (Trans, BA, V/S/M, 1m, T) - Held club or quarterstaff uses spellcasting ability instead of Strength for attack and damage rolls, weapon's damage die becomes d8, and weapon becomes magical.
Thorn Whip (Trans, A, V/S/M, I, 30') - Melee spell attack deals 1d6 piercing damage, and if it is Large or smaller, is pulled 10' towards you. Higher caster levels increase damage.
First Level Druid Spells
Animal Friendship (Ench, A, V/S/M, 24h, 30', Ench) - Charms a beast with <3 Int for the day. Upcast to charm 1 more beast/level.
Charm Person (Ench, A, V/S, 1h, 30') - Wis save or target is charmed, and thinks of you as a friendly acquaintance, realizing magic was used on it when the duration ends. Upcasting increases the number of targets by 1/level.
Create or Destroy Water (Trans, A, V/S/M, I, 30') - Creates or destroys 10gal of water, can be used to create 30' rain or disperse 30' fog. Upcast for +10gal/+5' area/level.
Cure Wounds (Evo, A, V/S, I, T) - Heals 1d8 + (spellcasting ability modifier) damage. Upcasting heals an additional 1d8/level.
Detect Magic (Div, A, V/S, C/R, 10m, S) - Senses magical objects or creatures within 30', and school of magic.
Detect Poison and Disease (Div, A, V/S/M, C/R, 10m, S) - Senses poison, poisonous creatures, and disease within 30', and identifies type of poison, poisonous creature, or disease.
Entangle (Conj, A, V/S, C, 1m, 90') - 20' square of difficult terrain. Creatures in area must make Str save or be restrained, spending an action to try again.
Faerie Fire (Evo, A, V, C, 1m, 60') - Objects and people in a 20' cube are lit up, counteracting invisibility for the duration. Dex save prevents.
Fog Cloud (Conj, A, V/S, C, 1h, 120') - 20' fog heavily obscures area. Upcasting adds +20' radius/level.
Goodberry (Trans, A, V/S/M, I, T) - Creates ten magic berries that each heal 1 hit point and provide a day's nourishment.
Healing Word (Evo, BA, V, I, 60') - Creature regain 1d4 + (spellcasting ability mod) HP. Upcasting adds +1d4 healing/level.
Jump (Trans, A, V/S/M, 1m, T) - Triples target's jump distance.
Longstrider (Trans, A, V/S/M, 1h, T) - Target's speed increases by +10'. Upcasting adds +1 creature/level.
Purify Food and Drink (Trans, A, V/S, R, I, 10') - All nonmagical food and drink within 5' is purified and free of poison and disease.
Speak with Animals (Div, A, V/S, R, 10m, S) - You can speak and verbally communicate with beasts for the duration.
Thunderwave (Evo, A, V/S, I, S) - Those within 15' take 2d8 thunder damage and are pushed 10' away. Con save halves damage and prevents push. Upcasting increases damage by +1d8/level.
Second Level Druid Spells
Animal Messenger (Ench, A, V/S/M, R, 24h, 30', Ench) - Tiny beast seeks out a chosen location/target, speaks up to 25 words. Upcast for longer distances/duration.
Barkskin (Trans, A, V/S/M, C, 1h, T) - Target's AC set to 16 minimum.
Beast Sense (Div, A, S, C/R, 1h, T) - Sense through a touched beast's eyes.
Darkvision (Trans, A, V/S/M, 8h, T) - Touched creature gains 60' of darkvision for 8 hours.
Enhance Ability (Trans, A, V/S/M, C, 1h, T) - Creature gains advantage on chosen Ability checks, and additional benefits for Str/Dex/Con. Upcasting lets you target +1 creature/level.
Find Traps (Div, A, V/S, I, 120') - Detects the presence and general nature of traps within range and line of sight.
Flame Blade (Evo, BA, V/S/M, C, 10m, S) - Fire blade held in hand acts as weapon dealing 3d6 fire damage. Upcasting adds +1d6/two levels.
Flaming Sphere (Conj, A, V/S/M, C, 1m, 60') - 5' diameter sphere deals 2d6 damage to those within 5' of it, Dex save halves. Sphere can be moved up to 30' as a bonus action. Upcasting adds +1d6 damage/level.
Gust of Wind (Evo, A, V/S/M, C1, 1m, S) - 60' long, 10' wind gust of wind is pushed 15' unless it passes a Str save, and has movement speed halved towards user.
Heat Metal (Trans, A, V/S/M, C, 1m, 60') - Metal object becomes red-hot, dealing 2d8 fire damage to those in contact with it. As a bonus action, deal damage again. Holding the object inflicts disadvantage to attack rolls and ability checks until your next turn. Upcasting adds +1d8 damage/level.
Hold Person (Ench, A, V/S/M, C, 1m, 60') - Paralyzes humanoid target, Wis save ends, try again each turn. Upcasting adds +1 target/level.
Lesser Restoration (Abj, A, V/S, I, T) - End one disease or condition (blinded, deafened, paralyzed, poisoned) afflicting the touched creature.
Locate Animals or Plants (Div, A, V/S/M, R, I, S) - Learn the direction or distance of the nearest specimen of a species of beast or plant within 5 miles.
Locate Object (Div, A, V/S/M, C, 10m, S) - Sense the direction of an object within 1000' of you.
Moonbeam (Evo, A, V/S/M, C, 1m, 120') - Creates a 5' radius, 40' tall cylinder of pale light. Those inside take 2d10 radiant damage, Con save halves. Shapechangers make their save with disadvantage, and if they fail, are forced into original form. Upcasting adds +1d10 damage/level.
Pass Without Trace (Abj, A, V/S/M, C, 1h, S) - +10 bonus to Stealth for you and allies within 30'.
Protection from Poison (Abj, A, V/S, 1h, T) - Neutralizes one poison in the target, and gives advantage on saves against poisons and resistance to poison damage for the duration.
Spike Growth (Trans, A, V/S/M, C, 10m, 150') - 20' radius of grown sprouts camouflaged spikes and thorns. It becomes difficult terrain and inflicts 2d4 piercing damage per 5' someone travels within.
Third Level Druid Spells
Call Lightning (Conj, A, V/S, C, 10m, 120') - Storm cloud appears, letting you strike target 5' zone of your choice in 60' cylinder for 3d10 lightning damage every round. Upcasting increases damage by 1d10/level.
Conjure Animals (Conj, A, V/S, C, 1h, 60') - Summons CR2 or less beasts that obey verbal commands. Upcasting allows you to summon more animals.
Daylight (Evo, A, V/S, 1h, 60') - Creates a 60' radius sphere of bright light, with an additional 60' of dim light. Dispels 3rd level or lower magical darkness.
Dispel Magic (Abj, A, V/S, I, 120') - Cancels any spell of 3rd level or below on target creature, object, or magical effect. DC 10 + spell level check to dispel higher level. Upcasting auto-cancels higher level spells.
Feign Death (Necro, A, V/S/M, R, 1h, T) - Willing creature appears dead for one hour.
Meld Into Stone (Trans, A, V/S, R, 8h, T) - Step into stone object, completely hiding within it to all nonmagical senses.
Plant Growth (Trans, A, V/S, I, 150') - All normal plants in a 100' radius become thick and overgrown, quadrupling movement costs. Alternately, cast the spell over eight hours, doubling harvests for the year.
Protection from Energy (Abj, A, V/S, C, 1h, T) - Target gains resistance to your choice of acid, cold, fire, lightning, or thunder.
Sleet Storm (Conj, A, V/S/M, C, 1m, 150') - Creates 40' radius region of sleet and freezing rain, creating difficult terrain and obscuring visibility. Can break concentration or knock creatures prone.
Speak with Plants (Trans, A, V/S, 10m, S) - Plants within 30' have limited sentience and animation, letting them communicate with you and follow simple commands.
Water Breathing (Trans, A, V/S/M, R, 24h, 30') - Up to 10 creatures can breathe underwater.
Water Walk (Trans, A, V/S/M, R, 1h, 30') - Up to 10 creatures can walk across surface of liquid, and (if submerged) resurface at 60'/round.
Wind Wall (Evo, A, V/S/M, C, 1m, 120') - Creates a wall of wind, which deals 3d8 bludgeoning damage to those caught within, Str halves. Small projectiles, flying humanoids, gasses, etc, can't pass through or are harmlessly diverted.
Fourth Level Druid Spells
Blight (Necro, A, V/S, I, 30') - 8d8 necrotic damage to target, Con save halves. Upcasting increases damage by 1d8/level.
Confusion (Ench, A, V/S/M, C, 1m, 90') - 10' radius sphere become confused, taking random actions, unless they make a Wis save (repeats each round). Upcasting adds +5' radius/level.
Conjure Minor Elementals (Conj, L, V/S, C, 1h, 90') - Summons CR2 or less elementals that obey verbal commands. Upcasting allows you to summon more elementals.
Conjure Woodland Beings (Conj, A, V/S/M, C, 1h, 60') - Summons CR2 or less fey that obey verbal commands. Upcasting lets you summon more fey creatures.
Control Water (Trans, A, V/S/M, C, 10m, 300') - Control up to 100'x100'x100' cube of water.
Dominate Beast (Ench, A, V/S, C, 1m, 60') - Charms a beast, letting you telepathically give it commands for the duration. Wis save prevents, and taking damage while charmed prompts a new Wis save. Upcasting increases duration.
Freedom of Movement (Abj, A, V/S/M, 1h, T) - Touched creature is unaffected by difficult terrain, or magical effects that reduce movement speed or cause it to be paralyzed or restrained.
Giant Insect (Trans, A, V/S, C, 10m, 30') - Enlarges specimens of several species of arthropods when cast; the resulting creatures obey your verbal commands. Depending on species, may enlarge one or several with a single casting.
Grasping Vine (Conj, BA, V/S, C, 1m, 30') - Vine grabs a chosen creature within 30', pulling it 20' towards it (Dex save prevents), can be ordered to grab at same target or new as a bonus action each turn.
Hallucinatory Terrain (Ill, L, V/S/M, 24h, 300') - 150' cube of natural terrain appears entirely like a different sort of natural terrain.
Ice Storm (Evo, A, V/S/M, I, 300') - Each creature in 20' radius 40' height cylinder takes 4d6 cold damage and 2d8 bludgeoning damage, Dex save halves. Upcasting adds +1d8 bludgeoning damage.
Locate Creature (Div, A, V/S/M, C, 1h, S) - Sense the direction of a creature within 1000' of you.
Polymorph (Trans, A, V/S/M, C, 1h, 60') - Target is transformed into a new shape with a CR equal to or less than its CR (or level). All stats are replaced, including current and maximum hit points. Unwilling targets may make a Wis save to prevent. Unwilling shapechangers cannot be targeted.
Stone Shape (Trans, A, V/S/M, I, T) - Reshapes a Medium size stone object or 5' cube section of stone.
Stoneskin (Abj, A, V/S/M*, C, 1h, T) - Willing creature has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Wall of Fire (Evo, A, V/S/M, C, 1m, 120') - Fire wall deals 5d8 fire damage to those within. Dex save halves. Continues to damage those within and within 10' for 5d8 fire damage, no save. Upcasting adds +1d8 damage/level.
Fifth Level Druid Spells
Antilife Shell (Abj, A, V/S, C, 1h, S, Abj) - Living creatures cannot pass through 10' radius around you, in/out.
Awaken (Trans, L, V/S/M*, I, T, Trans) - Makes a dumb beast or plant Int 10 and positively inclined towards you.
Commune with Nature (Div, L, V/S, R, I, S) - Gain awareness of the nearest 3 miles (300' underground), so long as those environs are natural.
Conjure Elemental (Conj, L, V/S/M, C, 1h, 90') - Summons a CR5 or less elemental that obeys your verbal commands, and becomes hostile to you if your concentration is interrupted. Upcasting adds 1 CR to the cap/level.
Contagion (Necro, A, V/S, 7d, T) - Touched target is afflicted with one of several diseases; 3 succeeded Con saves clears the disease, and 3 failed Con saves lead to it lasting 7 days.
Geas (Ench, V, 30d, 60') - Give a creature that can understand you a magical command, charming them. Acting against the command causes 5d10 psychic damage (once per day) for the duration. Wisdom save stops. Upcasting extends duration.
Greater Restoration (Abj, A, V/S/M*, I, T) - Reduce exhaustion by one or cancel a single instance of a charm, petrification, curse, attunement to a cursed item, ability score reduction, or hit point maximum reduction.
Insect Plague (Conj, A, V/S/M, C, 10m, 300') - 20' radius sphere deals 4d10 piercing damage to those inside, Con save halves. +1d10 damage/level.
Mass Cure Wounds (Conj, A, V/S, I, 60') - Up to 6 creatures in a 30' radius heal 3d8 + spellcasting ability modifier. Upcasting increases by +1d8/level.
Planar Binding (Abj, L, V/S/M*, 24h, 60') - Binds a celestial, elemental, fey, or fiend into your service for the duration. Cha save at end of casting prevents. Upcasting increases the duration.
Reincarnate (Trans, L, V/S/M*, I, T) - Target deceased humanoid that has been dead no longer than ten days enters a new body, probably of a different race.
Scrying (Div, L, V/S/M*, C, 10m, S) - Lets you see and hear a particular creature on the same plane of existence. Wis save prevents for next 24 hours.
Tree Stride (Conj, A, V/S, C, 1m, S) - Allows you to teleport between trees of the same kind within 500' of each other.
Wall of Stone (Evo, A, V/S/M, C, 10m, 120') - Creates a wall of stone that can trap people. If concentration is maintained the whole duration, it becomes permanent.
Sixth Level Druid Spells
Conjure Fey (Conj, L, V/S, C, 1h, 90') - Summons a CR6 or less fey or CR 6 or less beast that obeys verbal commands, and becomes hostile to you if your concentration is interrupted. Upcasting adds 1 CR to the cap/level.
Find the Path (Div, L, V/S/M*, C, 1d, S) - Finds the shortest route to a location you know on the same plane as you.
Heal (Evo, A, V/S, I, 60') - Target regains 70 hp and is cured of blindness, deafness, and any diseases. Upcasting grants +10 hp/level.
Heroes' Feast (Conj, L, V/S/M*, I, 30') - Summons a feast. After spending an hour eating, those who partake are cured of all diseases and poisons. They also become immune to poison, gain advantage on Wis saves, and gain 2d10 hit point maximum/healing for the next 24 hours.
Move Earth (Trans, A, V/S/M, C, 2h, 120') - In upwards of a 40'x40'x40' area, slowly reshape terrain. Can change area targeted once every ten minutes.
Sunbeam (Evo, A, V/S/M, C, 1m, S) - 60' line inflicts 6d8 radiant damage and blinds, Con save halves. Can change direction of line as your action.
Transport via Plants (Conj, A, V/S, 1r, 10') - Allows people to teleport via a Large or larger inanimate plant to another plant you have seen or touched for the duration.
Wall of Thorns (Conj, A, V/S/M, C, 10m, 120') - Creates a wall of thorns that deals 7d8 piercing to those trapped inside, Dex save halves. Creatures can move through, but movement speed is one fourth and the creature takes 7d8 slashing damage, Dex save halves. Upcasting increases both types of damage by +1d8/level.
Wind Walk (Trans, L, V/S/M, 8h, 30') - You and up to ten creatures take on a gaseous form, which grants a flying speed of 300' and resistance to damage from nonmagical weapons, but can't take actions other than move, Dash, and revert to its original form.
Seventh Level Druid Spells
Fire Storm (Evo, A, V/S, I, 150') - Creates an area of ten 10' cubes, which deal 7d10 fire damage to all within, Dex save halves.
Mirage Arcane (Ill, L, V/S, 10d, Sight), Terrain in up to 1 mile square looks, sounds, smells, and feels like a different terrain.
Plane Shift (Conj, A, V/S/M*, I, T) - You and eight others are transported to another plane of your choice. Can be used as a melee spell attack, Cha save prevents.
Regenerate (Trans, L, V/S/M, 1h, T) - Target regains 4d8 + 15 hit points, and recovers 1 hit point per turn, and regenerates severed extremities after two minutes.
Reverse Gravity (Trans, A, V/S/M, C, 1m, 100') - 50' radius 100' cylinder has reversed gravity.
Eighth Level Druid Spells
Animal Shapes (Trans, A, V/S, C, 24h, 30', Trans) - Transforms willing targets within range into CR 4- Large or smaller beasts.
Antipathy/Sympathy (Ench, L, V/S/M, 10d, 60', Ench) - An enchanted object or area attracts or repels creatures of a particular type.
Control Weather (Trans, L, V/S/M, C, 8h, S) - Changes weather conditions within a 5mi radius.
Earthquake (Evo, A, V/S/M, C, 1m, 500') - Shaking ground creates 100' radius difficult terrain, and breaks Concentration without a Con save. Each round, creatures in region must make Dex save or be knocked prone. Knocks down structures and creates fissures at DM's discretion.
Feeblemind (Ench, A, V/S/M, I, 150') - Target takes 4d6 psychic damage. It must also make an Int save or have Int and Cha set to 1, and lose the ability to activate magic items, cast spells, understand language, or communicate. Can attempt Int save again once every 30 days to clear the effect.
Sunburst (Evo, A, V/S/M, I, 150') - Deals 12d6 radiant damage and blinds within a 60' radius. Con save halves and prevents blinding. Blinded creatures can make fresh Con saves at the end of their turns to clear blindness.
Tsunami (Conj, L, V/S, C, 6r, Sight) - 300'x300'x50' wall of water, which deals 6d10 bludgeoning damage to those within its area at creation, Str save halves. Wall moves away 50'/round, losing 50' of height/round and dealing 5d10 bludgeoning damage (reducing 1d10/round) to those struck, Str save prevents damage.
Ninth Level Druid Spells
Foresight (Div, L, V/S/M, 8h, T) - Touched creature cannot be surprised, has advantage on attack rolls, ability checks, and saving throws; other creatures have disadvantage on attack rolls for duration. Can only be active on one creature at a time.
Shapechange (Trans, A, V/S/M*, C, 1h, S) - You transform into another creature, replacing game stats besides Int, Wis, Cha, and alignment.
Storm of Vengeance (Conj, A, V/S, C, 1m, Sight) - Creates a 360' radius storm, which inflicts a variety of damage and effect over the duration. Immediately causes 2d6 thunder damage and five minute deafening for those within area who fail Con save.
True Resurrection (Necro, L, V/S/M*, I, T) - Resurrects a creature that has been dead for less than 200 years, even if the body is destroyed.
Paladin Spells
First Level Paladin Spells
Bless (Ench, A, V/S/M, C, 1m, 30') - Target adds 1d4 to all attack rolls and saves. Upcasting increases the number of targets by 1/level.
Command (Ench, A, V, 1r, 60') - Issue a one word command that is not harmful to the target. Wisdom save counters. Upcasting adds one target/level.
Compelled Duel (Ench, BA, V, C, 1m, 30') - Target must make Wis save or be compelled to fight you and stay near, so long as you stay in a one-on-one with it.
Cure Wounds (Evo, A, V/S, I, T) - Heals 1d8 + (spellcasting ability modifier) damage. Upcasting heals an additional 1d8/level.
Detect Evil or Good (Div, A, V/S, C, 10m, S) - Recognizes aberration, celestial, fey, fiend, or undead, as well as magical consecration/desecration, within 30'.
Detect Magic (Div, A, V/S, C/R, 10m, S) - Senses magical objects or creatures within 30', and school of magic.
Detect Poison and Disease (Div, A, V/S/M, C/R, 10m, S) - Senses poison, poisonous creatures, and disease within 30', and identifies type of poison, poisonous creature, or disease.
Divine Favor (Evo, BA, V/S, C, 1m, S) - Weapon deals +1d4 radiant damage.
Heroism (Ench, A, V/S, C, 1m, T) - Creature gains immunity to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of its turn. Upcasting adds +1 target/level.
Protection from Evil and Good (Abj, A, V/S/M, C, 10m, T) - Target creature is protected against aberrations, celestials, elementals, fey, fiends, and undead. Against such creature, the target gains a bunch of benefits against them.
Purify Food and Drink (Trans, A, V/S, R, I, 10') - All nonmagical food and drink within 5' is purified and free of poison and disease.
Searing Smite (Evo, BA, V, C, 1m, S) - Adds 1d6 fire damage to next melee weapon attack. Target struck makes Con save at end of each turn, failure inflicts additional 1d6 fire damage, save ends. Upcasting increases initial damage +1d6/level.
Shield of Faith (Abj, BA, V/S/M, C, 10m, 60') - Grants +2 AC to target for duration.
Thunderous Smite (Evo, BA, V, C, 1m, S) - Next attack deals 2d6 thunder damage to the target and pushes it 10' away, knocking it prone. Str save prevents effect but not damage.
Wrathful Smite (Evo, BA, V, C, 1m, S) - Next melee weapon attack deals 1d6 psychic damage and is frightened until the spell ends, Wis save prevents effect. As an action, creature can take Wis save to end the effect.
Second Level Paladin Spells
Aid (Abj, A, V/S/M, 8h, 30', Abj) - +5 max and current HP for 8h. If upcast, +5HP per spell level.
Branding Smite (Evo, BA, V, C, 1m, S) - Next attack deals 2d6 radiant damage, target becomes visible and illuminated and can't become invisible. Upcasting increases damage by 1d6/level.
Find Steed (Conj, L, V/S, I, 30') - Summons a loyal steed, which can understand one language and you may speak to it telepathically within 1 mile.
Lesser Restoration (Abj, A, V/S, I, T) - End one disease or condition (blinded, deafened, paralyzed, poisoned) afflicting the touched creature.
Locate Object (Div, A, V/S/M, C, 10m, S) - Sense the direction of an object within 1000' of you.
Magic Weapon (Trans, BA, V/S, C, 1h, T) - Weapon gains +1 bonus to attack and damage rolls. Upcasting allows you to increase bonus.
Protection from Poison (Abj, A, V/S, 1h, T) - Neutralizes one poison in the target, and gives advantage on saves against poisons and resistance to poison damage for the duration.
Zone of Truth (Ench, A, V/S, 10m, 60') - Creatures inside the zone must make a Cha save; if they fail, they cannot speak a deliberate lie within the area, and you know if they succeeded/failed.
Third Level Paladin Spells
Aura of Vitality (Evo, A, V, C, 1m, S, Evo) - 30' aura where you can heal one creature 2d6 damage as a bonus action.
Blinding Smite (Evo, BA, V, C, 1m, S) - Bonus 3d8 radiant damage to attack, target makes Con save or is blinded for duration.
Create Food and Water (Conj, A, V/S, I, 30') - Creates 45lbs of food and 30gal of water. Food lasts 24h unless eaten, water doesn't spoil.
Crusader's Mantle (Evo, A, V, C, 1m, S) - 30' aura adds 1d4 radiant damage to all weapon attacks for duration.
Daylight (Evo, A, V/S, 1h, 60') - Creates a 60' radius sphere of bright light, with an additional 60' of dim light. Dispels 3rd level or lower magical darkness.
Dispel Magic (Abj, A, V/S, I, 120') - Cancels any spell of 3rd level or below on target creature, object, or magical effect. DC 10 + spell level check to dispel higher level. Upcasting auto-cancels higher level spells.
Elemental Weapon (Trans, A, V/S, C, 1h, T) - Weapon has +1 to attack rolls and deals +1d4 acid/cold/fire/lightning/thunder (your choice) damage. Upcasting increases damage and bonus.
Magic Circle (Abj, L, V/S/M*, 1h, 10') - 10' radius, 20' tall cylinder provides protection against one or more of celestials, elementals, fey, fiends, or undead. Can also cast in reverse to trap such beings inside. Upcasting increases duration by +1h/level.
Remove Curse (Abj, A, V/S, I, T) - Removes curses affecting a creature or object, unless it is a cursed magic item, in which case it ends attunement.
Revivify (Conj, A, V/S/M*, I, T) - Creature that died within the last minute is returned to life with 1 hit point.
Fourth Level Paladin Spells
Aura of Life (Abj, A, V, C, 10m, S, Abj) - 30' aura provides resistance to necrotic damage, prevents max HP reduction, and heals living, nonhostile creatures to 1hp.
Aura of Purity (Abj, A, V, C, 10m, S, Abj) - 30' aura provides immunity to disease, resistance to poison damage, and advantage on saves against most conditions.
Banishment (Abj, A, V/S/M, C, 1m, 60') - Target must make a Cha save or be banished to its home plane (or a harmless demiplane if it's on its home plane). Upcasting increases the number of targets by 1/level.
Death Ward (Abj, A, V/S, 8h, T) - If the target would drop to 0 hit points due to damage, they instead drop to 1 hit point and the spell ends.
Locate Creature (Div, A, V/S/M, C, 1h, S) - Sense the direction of a creature within 1000' of you.
Staggering Smite (Evo, BA, V, C, 1m, S) - Next creature hit with a melee weapon attack takes 4d6 psychic damage and gets disadvantage on attack rolls and ability checks and cannot take reactions until the end of its next turn. Wis save cancels effect but not damage.
Fifth Level Paladin Spells
Banishing Smite (Abj, BA, V, C, 1m, S) - Next attack deals bonus 5d10 force damage, banishing it to its home plane (or a harmless demiplane if it's on its home plane).
Circle of Power (Abj, A, V, C, 10m, S) - 30' aura provides advantage on saves against spells or magical effects, and half-damage on save becomes no damage on save.
Destructive Wave (Evo, A, V, I, S) - Deals 5d6 thunder damage + 5d6 radiant/necrotic (caster's choice) damage in a 30' radius around yourself to those you pick, and knocks them prone. Con save for half damage, no effect.
Dispel Evil and Good (Abj, A, V/S/M, C, 1m, S) - Celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls. Can end to break charm/fright/possession from such beings on allies, or to try to banish (Cha save prevents) such beings back to their home plane.
Geas (Ench, V, 30d, 60') - Give a creature that can understand you a magical command, charming them. Acting against the command causes 5d10 psychic damage (once per day) for the duration. Wisdom save stops. Upcasting extends duration.
Raise Dead (Necro, L, V/S/M*, I, T) - Brings back a dead person who hasn't been dead for longer than ten days.
Ranger Spells
First Level Ranger Spells
Alarm (Abj, L, V/S/M, R, 8h, 30', Abj) - Sets an alarm which pings you if you're within a mile when something passes through the marked area.
Animal Friendship (Ench, A, V/S/M, 24h, 30', Ench) - Charms a beast with <3 Int for the day. Upcast to charm 1 more beast/level.
Cure Wounds (Evo, A, V/S, I, T) - Heals 1d8 + (spellcasting ability modifier) damage. Upcasting heals an additional 1d8/level.
Detect Magic (Div, A, V/S, C/R, 10m, S) - Senses magical objects or creatures within 30', and school of magic.
Detect Poison and Disease (Div, A, V/S/M, C/R, 10m, S) - Senses poison, poisonous creatures, and disease within 30', and identifies type of poison, poisonous creature, or disease.
Ensnaring Strike (Conj, BA, V, C, 1m, S) - When you next hit an opponent with your weapon, target is restrained by vines, and takes 1d6 piercing damage at the start of each turn. Str save prevents, and can spend an action to try again. Upcasting adds +1d6 damage/level.
Fog Cloud (Conj, A, V/S, C, 1h, 120') - 20' fog heavily obscures area. Upcasting adds +20' radius/level.
Goodberry (Trans, A, V/S/M, I, T) - Creates ten magic berries that each heal 1 hit point and provide a day's nourishment.
Hail of Thorns (Conj, BA, V, C, 1m, S) - Around next creature struck with ranged weapon attack, deal 1d10 pierce to target and all within 5', Dex save halves. Upcasting +1d10/level (cap 6d10).
Hunter's Mark (Div, BA, V, C, 1h, 90') - Marks target, granting +1d6 damage and advantage to Perception and Survival checks to find it. Upcasting increases duration.
Jump (Trans, A, V/S/M, 1m, T) - Triples target's jump distance.
Longstrider (Trans, A, V/S/M, 1h, T) - Target's speed increases by +10'. Upcasting adds +1 creature/level.
Speak with Animals (Div, A, V/S, R, 10m, S) - You can speak and verbally communicate with beasts for the duration.
Second Level Ranger Spells
Animal Messenger (Ench, A, V/S/M, R, 24h, 30', Ench) - Tiny beast seeks out a chosen location/target, speaks up to 25 words. Upcast for longer distances/duration.
Barkskin (Trans, A, V/S/M, C, 1h, T) - Target's AC set to 16 minimum.
Beast Sense (Div, A, S, C/R, 1h, T) - Sense through a touched beast's eyes.
Cordon of Arrows (Trans, A, V/S/M*, 8h, 5') - Plant four arrows within 5' of you; they attack anyone who comes within 30' of them, dealing 1d6 piercing damage (Dex save prevents) and destroying themselves. Upcasting increases number of arrows by 2/level.
Darkvision (Trans, A, V/S/M, 8h, T) - Touched creature gains 60' of darkvision for 8 hours.
Find Traps (Div, A, V/S, I, 120') - Detects the presence and general nature of traps within range and line of sight.
Lesser Restoration (Abj, A, V/S, I, T) - End one disease or condition (blinded, deafened, paralyzed, poisoned) afflicting the touched creature.
Locate Animals or Plants (Div, A, V/S/M, R, I, S) - Learn the direction or distance of the nearest specimen of a species of beast or plant within 5 miles.
Locate Object (Div, A, V/S/M, C, 10m, S) - Sense the direction of an object within 1000' of you.
Pass Without Trace (Abj, A, V/S/M, C, 1h, S) - +10 bonus to Stealth for you and allies within 30'.
Protection from Poison (Abj, A, V/S, 1h, T) - Neutralizes one poison in the target, and gives advantage on saves against poisons and resistance to poison damage for the duration.
Silence (Ill, A, V/S, C/R, 10m, 120') - No sound can be created within or pass through a 20' radius sphere. Creatures inside are immune to thunder damage and deafened. Spells with verbal components cannot be cast.
Spike Growth (Trans, A, V/S/M, C, 10m, 150') - 20' radius of grown sprouts camouflaged spikes and thorns. It becomes difficult terrain and inflicts 2d4 piercing damage per 5' someone travels within.
Third Level Ranger Spells
Conjure Animals (Conj, A, V/S, C, 1h, 60') - Summons CR2 or less beasts that obey verbal commands. Upcasting allows you to summon more animals.
Conjure Barrage (Conj, A, V/S/M*, I, S) - Duplicate thrown weapon/ammunition, with copies dealing 3d8 damage in a 60' cone, Dex save halves. Same damage type as thrown weapon/ammunition.
Daylight (Evo, A, V/S, 1h, 60') - Creates a 60' radius sphere of bright light, with an additional 60' of dim light. Dispels 3rd level or lower magical darkness.
Lightning Arrow (Trans, BA, V/S, C, 1m, S) - Next ranged attack deals 4d8 lightning damage instead of normal, half damage on a miss. Those within 10' of target take 2d8 lightning damage, Dex save halves. Upcasting adds +1d8/level to both effects.
Nondetection (Abj, A, V/S/M*, 8h, T) - Target creature, place, or object can't be targeted or perceived by divination or magical scrying.
Plant Growth (Trans, A, V/S, I, 150') - All normal plants in a 100' radius become thick and overgrown, quadrupling movement costs. Alternately, cast the spell over eight hours, doubling harvests for the year.
Protection from Energy (Abj, A, V/S, C, 1h, T) - Target gains resistance to your choice of acid, cold, fire, lightning, or thunder.
Speak with Plants (Trans, A, V/S, 10m, S) - Plants within 30' have limited sentience and animation, letting them communicate with you and follow simple commands.
Water Breathing (Trans, A, V/S/M, R, 24h, 30') - Up to 10 creatures can breathe underwater.
Water Walk (Trans, A, V/S/M, R, 1h, 30') - Up to 10 creatures can walk across surface of liquid, and (if submerged) resurface at 60'/round.
Wind Wall (Evo, A, V/S/M, C, 1m, 120') - Creates a wall of wind, which deals 3d8 bludgeoning damage to those caught within, Str halves. Small projectiles, flying humanoids, gasses, etc, can't pass through or are harmlessly diverted.
Fourth Level Ranger Spells
Conjure Woodland Beings (Conj, A, V/S/M, C, 1h, 60') - Summons CR2 or less fey that obey verbal commands. Upcasting lets you summon more fey creatures.
Freedom of Movement (Abj, A, V/S/M, 1h, T) - Touched creature is unaffected by difficult terrain, or magical effects that reduce movement speed or cause it to be paralyzed or restrained.
Grasping Vine (Conj, BA, V/S, C, 1m, 30') - Vine grabs a chosen creature within 30', pulling it 20' towards it (Dex save prevents), can be ordered to grab at same target or new as a bonus action each turn.
Locate Creature (Div, A, V/S/M, C, 1h, S) - Sense the direction of a creature within 1000' of you.
Stoneskin (Abj, A, V/S/M*, C, 1h, T) - Willing creature has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Fifth Level Ranger Spells
Commune with Nature (Div, L, V/S, R, I, S) - Gain awareness of the nearest 3 miles (300' underground), so long as those environs are natural.
Conjure Volley (Conj, A, V/S/M*, I, 150') - Duplicate thrown weapon/ammunition, with copies dealing 8d8 damage in a 40' radius/20' height cylinder. Dex save halves. Same damage type as thrown weapon/ammunition.
Swift Quiver (Trans, BA, V/S/M, C, 1m, T) - Creates endless ammunition and lets you make two attacks with that ammunition as a bonus action.
Tree Stride (Conj, A, V/S, C, 1m, S) - Allows you to teleport between trees of the same kind within 500' of each other.
Sorcerer Spells
Sorcerer Cantrips (0th Level Sorcerer Spells)
Acid Splash (Conj, A, V/S, I, 60', Conj) - 1d6 acid damage against up to two adjacent targets, Dex saves. Damage increases with higher caster level.
Blade Ward (Abj, A, V/S, 1r, S) - Resistance to bludgeoning, piercing, slashing until your next turn.
Chill Touch (Necro, A, V/S, 1r, 120') - Target takes 1d8 necrotic damage and can't heal until your next turn. Damage increases at higher caster levels.
Dancing Lights (Evo, A, V/S/M, C, 1m, 120') - Creates four torch-sized lights, which illuminate 10' and can be moved 60' as a bonus action.
Fire Bolt (Evo, A, V/S, I, 120') - Target takes 1d10 fire damage. Damage increases at higher caster levels.
Friends (Ench, A, S/M, C, 1m, S) - Grants advantage on Cha checks against target, but at the end, the creature knows you used magic on it and becomes hostile.
Light (Evo, A, V/M, 1h, T) - Object sheds 20' of bright light and an additional 20' of dim light.
Mage Hand (Conj, A, V/S, 1m, 30') - Creates spectral hand that can lift 10lbs, but not attack or activate magic items.
Mending (Trans, L, V/S/M, I, T) - Repairs a single break or tear in the touched object.
Message (Trans, A, V/S/M, 1r, 120') - Sends a whispered message to a target which only they can hear. Can send through sufficiently thin solid objects if you know the target.
Minor Illusion (Ill, A, S/M, 1m, 30') - Creates an auditory or visual hallucination; if visual, must fit in a 5' cube.
Poison Spray (Conj, A, V/S, I, 10') - Target takes 1d12 poison damage, Con save prevents. Damage increases at higher caster levels.
Prestidigitation (Trans, A, V/S, Sp, 10') - Creates one of a variety of minor, practical effects, such as sparks of light, cleaning or soiling 1 cubic foot, chilling, warming, or flavoring nonliving matter for an hour, or creating an illusion in your hand until the end of your next turn.
Ray of Frost (Evo, A, V/S, I, 60') - Target takes 1d8 cold damage and loss 10' of move speed for a turn. Damage increases at higher caster levels.
Shocking Grasp (Evo, A, V/S, I, T) - Target takes 1d8 lightning damage, and can't take reactions. Damage increases at higher caster levels.
True Strike (Div, A, S, C, 1r, 30') - Grants advantage on an attack roll against chosen creature next round.
First Level Sorcerer Spells
Burning Hands (Evo, A, V/S, I, S) - 15' cone of 3d6 fire damage, Dex save halves. Upcasting increases damage by 1d6/level.
Charm Person (Ench, A, V/S, 1h, 30') - Wis save or target is charmed, and thinks of you as a friendly acquaintance, realizing magic was used on it when the duration ends. Upcasting increases the number of targets by 1/level.
Chromatic Orb (Evo, A, V/S/M*, I, 90') - Deals 3d8 damage of acid, cold, fire, lightning, poison or thunder type, your choice. Upcasting increases damage by 1d8/level.
Color Spray (Ill, A, V/S/M, 1r, S) - Blinds 6d10 hit points worth of creatures in 15' cone. Upcasting increases total hit points of creatures by 2d10/level.
Comprehend Languages (Div, A, V/S/M, R, 1h, S) - Allows you to understand any spoken or written language for an hour.
Detect Magic (Div, A, V/S, C/R, 10m, S) - Senses magical objects or creatures within 30', and school of magic.
Disguise Self (Ill, A, V/S, 1h, S) - Makes you and your armor look like another person; purely illusory.
Expeditious Retreat (Trans, BA, V/S, C, 10m, S) - Can take the Dash action as a bonus action while spell is active.
False Life (Necro, A, V/S/M, 1h, S) - Gives you 1d4 + 4 temporary hit points for duration. Upcasting adds +5 hit points/level.
Feather Fall (Trans, RA, V/M, 1m, 60') - Up to five falling creatures have their descent velocity capped at 60'/round. If they hit the ground while the spell is ongoing, they take no fall damage.
Fog Cloud (Conj, A, V/S, C, 1h, 120') - 20' fog heavily obscures area. Upcasting adds +20' radius/level.
Jump (Trans, A, V/S/M, 1m, T) - Triples target's jump distance.
Mage Armor (Abj, A, V/S/M, 8h, T) - Target's AC becomes 13 + Dex. Only works on those not wearing armor.
Magic Missile (Evo, A, V/S, I, 120') - Three darts, each of which deal 1d4 + 1 damage. Upcasting adds 1 dart/level.
Ray of Sickness (Necro, A, V/S, I, 60') - Target takes 2d8 poison damage and is poisoned for a turn. Con save clears poison, but not damage. Upcasting increases damage by 1d8 per level.
Shield (Abj, RA, V/S, 1r, S) - In response to an attack or magic missile, +5 AC and immunity to magic missile until your next turn.
Silent Image (Ill, A, V/S/M, C, 10m, 60') - Creates a visual illusion that you can move and make look as if it's moving naturally.
Sleep (Ench, A, V/S/M, 1m, 90') - 5d8 hit points of creatures are put to sleep. Upcasting adds +2d8 HP of targets/level.
Thunderwave (Evo, A, V/S, I, S) - Those within 15' take 2d8 thunder damage and are pushed 10' away. Con save halves damage and prevents push. Upcasting increases damage by +1d8/level.
Witch Bolt (Evo, A, V/S/M, C, 1m, 30') - Deals 1d12 lightning damage, and you can spend your action to deal another 1d12 lightning damage each round. Upcasting increases initial damage by +1d12/level.
Second Level Sorcerer Spells
Alter Self (Trans, A, V/S/M, C, 1h, 30', Trans) - Choose between aquatic adaptation, change appearance, and natural weapons. Can change between while active.
Blindness/Deafness (Necro, A, V, 1m, 30') - Target makes Con save or is blinded/deafened (your choice). Upcasting increases number of targets by 1/level.
Blur (Ill, A, V, C, 1m, S) - Blur self, inflicting disadvantage on attacks against you.
Cloud of Daggers (Conj, A, V/S/M, C, 1m, 60') - Creates a 5' cube of daggers which deal 4d4 slashing damage to those who pass through. Upcasting increases damage by 2d4/level.
Crown of Madness (Ench, A, V/S, C, 1m, 120') - Target attacks who you command it to as an action, as long as it continues to fail Wis saves and it can. Otherwise it is free to act.
Darkness (Evo, A, V/M, C, 10m, 60') - Magical darkness covers a 15' radius sphere. Dispels 2nd level or lower magical lights.
Darkvision (Trans, A, V/S/M, 8h, T) - Touched creature gains 60' of darkvision for 8 hours.
Detect Thoughts (Div, A, V/S/M, C, 1m, S) - Detect surface thoughts of one creature at a time within 30'. Can plunge deeper for insight into reasoning, emotional state, and important things, but this lets it resist with a successful Wis save ending the spell. Continued probing means Int v. Int checks that end the spell if it wins. Can detect invisible within 30'. No effect on creatures with <3 Int or no language.
Enhance Ability (Trans, A, V/S/M, C, 1h, T) - Creature gains advantage on chosen Ability checks, and additional benefits for Str/Dex/Con. Upcasting lets you target +1 creature/level.
Enlarge/Reduce (Trans, A, V/S/M, C, 1m, 30') - Increases/decreases size category by one step, grants advantage/disadvantage on Strength rolls, and add/reduces damage by 1d4.
Gust of Wind (Evo, A, V/S/M, C1, 1m, S) - 60' long, 10' wind gust of wind is pushed 15' unless it passes a Str save, and has movement speed halved towards user.
Hold Person (Ench, A, V/S/M, C, 1m, 60') - Paralyzes humanoid target, Wis save ends, try again each turn. Upcasting adds +1 target/level.
Invisibility (Ill, A, V/S/M, C, 1h, T) - Target turns invisible, ends if they attack or cast spell. Upcasting adds +1 target/level.
Knock (Trans, A, V, I, 60') - Unlocks object, creates loud sound audible up to 300' away.
Levitate (Trans, A, V/S/M, C, 10m, 60') - Lift up to 500lbs 20' into the air. Move it up/down 20' on your turn. Con save prevents.
Mirror Image (Ill, A, V/S, 1m, S) - Creates three illusory duplicates; if a duplicate is hit by an attack (but not other effects/damage), it is destroyed.
Misty Step (Conj, BA, V, I, S) - Teleport 30'.
Phantasmal Force (Ill, A, V/S/M, C, 1m, 60') - Creates an illusory object in a single target's mind. Int save prevents, and an action and Int (Investigation) check can reveal it. Otherwise, the target becomes irrationally convinced of the illusion's reality, and can take 1d6 psychic damage from it if it would harm it.
Scorching Ray (Evo, A, V/S, I, 120') - Three rays deal 2d6 fire damage each, against one or more targets. Upcasting adds 1 ray/level.
See Invisibility (Div, A, V/S/M, 1h, S) - Lets you see invisible creatures and objects, and things in the Ethereal Plane.
Shatter (Evo, A, V/S/M, I, 60') - All creatures in a 10' radius sphere take 3d8 thunder damage, Con save halves. Inorganic creatures have disadvantage on the save. Upcasting adds +1d8 damage/level.
Spider Climb (Trans, A, V/S/M, C, 1h, T) - Target can walk on vertical surfaces or upside down on ceilings at normal move speed.
Suggestion (Ench, A, V/M, C, 8h, 30') - Target must take some apparently-reasonable action you suggest, Wis save prevents.
Web (Conj, A, V/S/M, C, 1h, 60') - Thick webbing fills 20' cube, restraining creatures inside. Dex save prevents. A creature restrained can make a Str save as an action to break free.
Third Level Sorcerer Spells
Blink (Trans, A, V/S, 1m, S) - At the end of each turn, 50% chance of entering the Ethereal plane, returning within 10' at the start of your next turn.
Clairvoyance (Div, L, V/S/M*, C, 10m, 1mi) - Creates an invisible sensor within a mile, which you can see or hear through for 10 minutes.
Counterspell (Abj, RA, S, I, 60') - A creature casting a spell of 3rd level or lower automatically fails; if it is 4th or higher, make a DC 10 + [target spell level] Ability check instead. Upcast to raise the spell level for autosuccess.
Daylight (Evo, A, V/S, 1h, 60') - Creates a 60' radius sphere of bright light, with an additional 60' of dim light. Dispels 3rd level or lower magical darkness.
Dispel Magic (Abj, A, V/S, I, 120') - Cancels any spell of 3rd level or below on target creature, object, or magical effect. DC 10 + spell level check to dispel higher level. Upcasting auto-cancels higher level spells.
Fear (Ill, A, V/S/M, C, 1m, S) - Each creature in 30' cone drops what it's holding and becomes frightened. Wis saving throw prevents. Can flee, and can make a new Wis saving throw when it can no longer see you.
Fireball (Evo, A, V/S/M, I, 150') - 20' radius sphere deals 8d6 fire damage, Dex save halves. Upcasting adds +1d6 damage/level.
Fly (Trans, A, V/S/M, C, 10m, T) - Target gains 60' flying speed. Upcasting adds +1 target/level.
Gaseous Form (Trans, A, V/S/M, C, 1h, T) - Turns touched target into gas, granting 10' flying speed, resistance to nonmagical damage, advantage on Str/Dex/Con saves, and pass through narrow openings. Ends when they hit 0 hit points.
Haste (Trans, A, V/S/M, C, 1m, 30') - Target has doubled move speed, extra action, +2 AC, and advantage on Dex saves.
Hypnotic Pattern (Ill, A, S/M, C, 1m, 120') - Targets incapacitated and speed of 0. Wis save stops. Ends if target attacked.
Lightning Bolt (Evo, A, V/S/M, I, S) - 100'x5' line deals 8d6 lightning damage, Dex save halves. Upcasting adds +1d6 damage/level.
Major Image (Ill, A, V/S/M, C, 10m, 120') - Creates a convincing illusion that sounds, smells, looks, and has the warmth/cold of the real thing, in a 20' cube. Upcasting voids Concentration tag at 6th level.
Protection from Energy (Abj, A, V/S, C, 1h, T) - Target gains resistance to your choice of acid, cold, fire, lightning, or thunder.
Sleet Storm (Conj, A, V/S/M, C, 1m, 150') - Creates 40' radius region of sleet and freezing rain, creating difficult terrain and obscuring visibility. Can break concentration or knock creatures prone.
Slow (Trans, A, V/S/M, C, 1m, 120') - Up to 6 creatures in a 40' cube are slowed. Wis save prevents. Slow halves their movement speed, gives -2 to AC and Dex saves, stops reactions, and forces it to take either a bonus action or action, not both. Spells have a 50% chance to wait until the next round to finish, risking losing them altogether. At the end of its turn, can roll Wis save again to break slow.
Stinking Cloud (Conj, A, V/S/M, C, 1m, 90') - 20' radius sphere of nauseating gas forces creatures within to spend their action retching and reeling, Con save allows normal action.
Tongues (Div, A, V/M, 1h, T) - Touched creature understands any spoken language, and can be understood by any creature that knows at least one language.
Water Breathing (Trans, A, V/S/M, R, 24h, 30') - Up to 10 creatures can breathe underwater.
Water Walk (Trans, A, V/S/M, R, 1h, 30') - Up to 10 creatures can walk across surface of liquid, and (if submerged) resurface at 60'/round.
Fourth Level Sorcerer Spells
Banishment (Abj, A, V/S/M, C, 1m, 60') - Target must make a Cha save or be banished to its home plane (or a harmless demiplane if it's on its home plane). Upcasting increases the number of targets by 1/level.
Blight (Necro, A, V/S, I, 30') - 8d8 necrotic damage to target, Con save halves. Upcasting increases damage by 1d8/level.
Confusion (Ench, A, V/S/M, C, 1m, 90') - 10' radius sphere become confused, taking random actions, unless they make a Wis save (repeats each round). Upcasting adds +5' radius/level.
Dominate Beast (Ench, A, V/S, C, 1m, 60') - Charms a beast, letting you telepathically give it commands for the duration. Wis save prevents, and taking damage while charmed prompts a new Wis save. Upcasting increases duration.
Greater Invisibility (Ill, A, V/S, C, 1m, T) - Target becomes invisible.
Ice Storm (Evo, A, V/S/M, I, 300') - Each creature in 20' radius 40' height cylinder takes 4d6 cold damage and 2d8 bludgeoning damage, Dex save halves. Upcasting adds +1d8 bludgeoning damage.
Polymorph (Trans, A, V/S/M, C, 1h, 60') - Target is transformed into a new shape with a CR equal to or less than its CR (or level). All stats are replaced, including current and maximum hit points. Unwilling targets may make a Wis save to prevent. Unwilling shapechangers cannot be targeted.
Stoneskin (Abj, A, V/S/M*, C, 1h, T) - Willing creature has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Wall of Fire (Evo, A, V/S/M, C, 1m, 120') - Fire wall deals 5d8 fire damage to those within. Dex save halves. Continues to damage those within and within 10' for 5d8 fire damage, no save. Upcasting adds +1d8 damage/level.
Fifth Level Sorcerer Spells
Animate Objects (Trans, A, V/S, C, 1m, 120', Trans) - Animates up to ten nonmagical objects. Upcast for +2 objects/level.
Cloudkill (Conj, A, V/S, C, 10m, 120') - Creates a 20' radius fog which deals 5d8 poison damage, Con save halves. Upcasting increases damage by 1d8/level.
Cone of Cold (Evo, A, V/S/M, I, S) - 8d8 cold damage to targets in 60' cone, Con save halves damage. Upcasting adds 1d8 damage/level.
Creation (Ill, L, V/S/M, Sp, 30') - Creates an object fitting in a 5' cube, duration based on quality of matter. Upcasting increases size of cube by 5'/level.
Dominate Person (Ench, A, V/S, C, 1m, 60') - Charms a humanoid, letting you telepathically give it commands for the duration. Wis save prevents, and taking damage while charmed prompts a new Wis save. Upcasting increases duration.
Hold Monster (Ench, A, V/S/M, C, 1m, 90') - Paralyzes non-undead target, Wis save ends, try again each turn. Upcasting adds +1 target/level.
Insect Plague (Conj, A, V/S/M, C, 10m, 300') - 20' radius sphere deals 4d10 piercing damage to those inside, Con save halves. +1d10 damage/level.
Seeming (Ill, A, V/S, 8h, 30') - Any number of creatures in range are given a new, illusory appearance. Cha save prevents.
Telekinesis (Trans, A, V/S, C, 10m, 60') - For duration of spell can move a Huge or smaller creature, or a 1000lbs or less object, switching targets as you wish.
Teleportation Circle (Conj, L, V/M*, 1r, 10') - 10' diameter circle teleports you to a known permanent teleportation circle. It can create a permanent teleportation circle by casting on a specific location every day for a year.
Wall of Stone (Evo, A, V/S/M, C, 10m, 120') - Creates a wall of stone that can trap people. If concentration is maintained the whole duration, it becomes permanent.
Sixth Level Sorcerer Spells
Arcane Gate (Conj, A, V/S, C, 10m, 500', Conj) - Create two portals that people can walk between.
Chain Lightning (Evo, A, V/S/M, I, 150') - Lightning hits one target, then up to 3 additional targets within 30' of them. 10d8 lightning damage, half on Dex save. Upcasting provides an extra secondary target/level.
Circle of Death (Necro, A, V/S/M*, I, 120') - 60' sphere which deals 8d6 necrotic damage, Con save halves. Upcasting increases damage by 2d6/level.
Disintegrate (Trans, A, V/S/M, I, 60') - Deals 10d6 + 40 force damage, disintegrates if reduced to 0, Dex save prevents all damage. Instantly disintegrates Large or smaller nonmagical objects/obstacles/creations of magical force, or a 10'x10'x10' cube of larger such things. Upcasting adds 3d6 damage/level.
Eyebite (Necro, A, V/S, C, 1m, S) - While active, can send a single creature within 60' to sleep, into a panic, or sicken it. Can apply to a new creature each round. A successful Wis save stops effect and provides immunity for the duration.
Globe of Invulnerability (Abj, A, V/S/M, C, 1m, S) - Immobile 10' radius barrier surrounds you, preventing 5th level or lower spells from affecting those inside. Upcasting increases level of spells affected, +1 level/level.
Mass Suggestion (Ench, A, V/M, 24h, 60') - Up to twelve creatures obey your reasonable-sounding suggestion. Wis save prevents. Upcasting increases duration.
Move Earth (Trans, A, V/S/M, C, 2h, 120') - In upwards of a 40'x40'x40' area, slowly reshape terrain. Can change area targeted once every ten minutes.
Sunbeam (Evo, A, V/S/M, C, 1m, S) - 60' line inflicts 6d8 radiant damage and blinds, Con save halves. Can change direction of line as your action.
True Seeing (Div, A, V/S/M*, 1h, T) - Grants target truesight, secret door detection, and ability to see into Ethereal Plane for 120'.
Seventh Level Sorcerer Spells
Delayed Blast Fireball (Evo, A, V/S/M, C, 1m, 150') - Creates an undetonated fireball that deals 12d6 fire damage in a 20' radius, +1d6 per round it isn't detonated, Dex save halves. Explodes after 1 minute/10 rounds, or when concentration is broken. Upcasting adds +1d6 base damage/level.
Etherealness (Trans, A, V/S, 8h, S) - Enter the Border Ethereal until you leave. You can see, but not interact with, the material plane up to 60', and otherwise move in all directions. Upcasting lets you bring +2/+5 willing creatures/level with you.
Finger of Death (Necro, A, V/S, I, 60') - Target takes 7d8+30 necrotic damage, Con save halves. Humanoids killed this way rise as a zombie under your permanent command.
Fire Storm (Evo, A, V/S, I, 150') - Creates an area of ten 10' cubes, which deal 7d10 fire damage to all within, Dex save halves.
Plane Shift (Conj, A, V/S/M*, I, T) - You and eight others are transported to another plane of your choice. Can be used as a melee spell attack, Cha save prevents.
Prismatic Spray (Evo, A, V/S, I, Self) - Targets in a 60' cone are struck by magical multicolored rays of light, typically dealing 10d6 damage of a random type. Dex save halves damage.
Reverse Gravity (Trans, A, V/S/M, C, 1m, 100') - 50' radius 100' cylinder has reversed gravity.
Teleport (Conj, A, V, I, 10') - Instantly transports you and up to eight other willing creatures to a destination you know on the same plane of existence.
Eighth Level Sorcerer Spells
Dominate Monster (Ench, A, V/S, C, 1h, 60') - Charms a creature, letting you telepathically give it commands for the duration. Wis save prevents, and taking damage while charmed prompts a new Wis save. Upcasting increases duration.
Earthquake (Evo, A, V/S/M, C, 1m, 500') - Shaking ground creates 100' radius difficult terrain, and breaks Concentration without a Con save. Each round, creatures in region must make Dex save or be knocked prone. Knocks down structures and creates fissures at DM's discretion.
Incendiary Cloud (Conj, A, V/S, C, 1m, 150') - 20' radius sphere deals 10d8 fire damage to those inside, Dex save halves. Moves 10' away from you each turn.
Power Word Stun (Ench, A, V, I, 60') - Target creature with fewer than 150 hit points is stunned. Repeatable Con save at end of its turn ends this effect.
Sunburst (Evo, A, V/S/M, I, 150') - Deals 12d6 radiant damage and blinds within a 60' radius. Con save halves and prevents blinding. Blinded creatures can make fresh Con saves at the end of their turns to clear blindness.
Ninth Level Sorcerer Spells
Gate (Conj, A, V/S/M*, C, 1m, 60') - Creates a 5' to 20' diameter portal to another plane. Can target a creature on another plane whose name you know.
Meteor Swarm (Evo, A, V/S, I, 1mi) - Creates four 40' radius spheres, all creatures within take 20d6 fire and 20d6 bludgeoning damage, Dex save halves.
Power Word Kill (Ench, A, V, I, 60') - Target creature with less than 100 hit points instantly dies.
Time Stop (Trans, A, V, I, S) - You can take 1d4+1 turns in a row, but cannot affect a creature other than you or an object being worn or carried.
Wish (Conj, A, V, I, S) - Duplicates any 8th level or lower spell, or a wide variety of other effects, or a custom wish that may be creatively interpreted by the DM. Afterwards, you are excruciatingly stressed/exhausted, and there is a 33% chance you will never be able to cast wish again.
Warlock Spells
Warlock Cantrips (0th Level Warlock Spells)
Blade Ward (Abj, A, V/S, 1r, S) - Resistance to bludgeoning, piercing, slashing until your next turn.
Chill Touch (Necro, A, V/S, 1r, 120') - Target takes 1d8 necrotic damage and can't heal until your next turn. Damage increases at higher caster levels.
Eldritch Blast (Evo, A, V/S, I, 120') - Deals 1d10 force damage to target. More attacks at higher caster levels.
Friends (Ench, A, S/M, C, 1m, S) - Grants advantage on Cha checks against target, but at the end, the creature knows you used magic on it and becomes hostile.
Mage Hand (Conj, A, V/S, 1m, 30') - Creates spectral hand that can lift 10lbs, but not attack or activate magic items.
Minor Illusion (Ill, A, S/M, 1m, 30') - Creates an auditory or visual hallucination; if visual, must fit in a 5' cube.
Poison Spray (Conj, A, V/S, I, 10') - Target takes 1d12 poison damage, Con save prevents. Damage increases at higher caster levels.
Prestidigitation (Trans, A, V/S, Sp, 10') - Creates one of a variety of minor, practical effects, such as sparks of light, cleaning or soiling 1 cubic foot, chilling, warming, or flavoring nonliving matter for an hour, or creating an illusion in your hand until the end of your next turn.
True Strike (Div, A, S, C, 1r, 30') - Grants advantage on an attack roll against chosen creature next round.
First Level Warlock Spells
Armor of Axxxxxx (Abj, A, V/S/M, 1h, S, Abj) - +5 temporary HP, and 5 cold damage to melee attackers while you have the temporary HP. Upcasting increases both temporary HP and cold damage.
Arms of Hxxxx (Conj, A, V/S, I, S, Conj) - Creatures within 10' of caster must save or take 2d6 necrotic damage. Upcasting increases damage.
Charm Person (Ench, A, V/S, 1h, 30') - Wis save or target is charmed, and thinks of you as a friendly acquaintance, realizing magic was used on it when the duration ends. Upcasting increases the number of targets by 1/level.
Comprehend Languages (Div, A, V/S/M, R, 1h, S) - Allows you to understand any spoken or written language for an hour.
Expeditious Retreat (Trans, BA, V/S, C, 10m, S) - Can take the Dash action as a bonus action while spell is active.
Hellish Rebuke (Evo, RA, V/S, I, 60') - Person that damaged you takes 2d10 fire damage, Dex save halves. Upcasting adds +1d10 damage/level.
Hex (Ench, BA, V/S/M, C, 1h, 90') - You deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack, and the target suffers disadvantage to checks with one ability score (your choice). Upcasting increases duration.
Illusory Script (Ill, L, S/M*, R, 10d, T) - Only designated creatures and those with truesight can read your hidden message, with a false or gibberish text appearing for all others.
Protection from Evil and Good (Abj, A, V/S/M, C, 10m, T) - Target creature is protected against aberrations, celestials, elementals, fey, fiends, and undead. Against such creature, the target gains a bunch of benefits against them.
Unseen Servant (Conj, A, V/S/M, 1h, 60') - Creates an invisible servant incapable of attacking that performs simple tasks at your command. You can give new commands as a bonus action.
Witch Bolt (Evo, A, V/S/M, C, 1m, 30') - Deals 1d12 lightning damage, and you can spend your action to deal another 1d12 lightning damage each round. Upcasting increases initial damage by +1d12/level.
Second Level Warlock Spells
Cloud of Daggers (Conj, A, V/S/M, C, 1m, 60') - Creates a 5' cube of daggers which deal 4d4 slashing damage to those who pass through. Upcasting increases damage by 2d4/level.
Crown of Madness (Ench, A, V/S, C, 1m, 120') - Target attacks who you command it to as an action, as long as it continues to fail Wis saves and it can. Otherwise it is free to act.
Darkness (Evo, A, V/M, C, 10m, 60') - Magical darkness covers a 15' radius sphere. Dispels 2nd level or lower magical lights.
Enthrall (Ench, A, V/S, 1m, 60') - Creatures you choose within range must make a Wis save or suffer disadvantage on Perception checks to perceive anyone but you. Target has advantage on Wis save if they're fighting you or your companions.
Hold Person (Ench, A, V/S/M, C, 1m, 60') - Paralyzes humanoid target, Wis save ends, try again each turn. Upcasting adds +1 target/level.
Invisibility (Ill, A, V/S/M, C, 1h, T) - Target turns invisible, ends if they attack or cast spell. Upcasting adds +1 target/level.
Mirror Image (Ill, A, V/S, 1m, S) - Creates three illusory duplicates; if a duplicate is hit by an attack (but not other effects/damage), it is destroyed.
Misty Step (Conj, BA, V, I, S) - Teleport 30'.
Ray of Enfeeblement (Necro, A, V/S, C, 1m, 60') - On a successful hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of its turn, it can make a Con save to try to end the spell.
Shatter (Evo, A, V/S/M, I, 60') - All creatures in a 10' radius sphere take 3d8 thunder damage, Con save halves. Inorganic creatures have disadvantage on the save. Upcasting adds +1d8 damage/level.
Spider Climb (Trans, A, V/S/M, C, 1h, T) - Target can walk on vertical surfaces or upside down on ceilings at normal move speed.
Suggestion (Ench, A, V/M, C, 8h, 30') - Target must take some apparently-reasonable action you suggest, Wis save prevents.
Third Level Warlock Spells
Counterspell (Abj, RA, S, I, 60') - A creature casting a spell of 3rd level or lower automatically fails; if it is 4th or higher, make a DC 10 + [target spell level] Ability check instead. Upcast to raise the spell level for autosuccess.
Dispel Magic (Abj, A, V/S, I, 120') - Cancels any spell of 3rd level or below on target creature, object, or magical effect. DC 10 + spell level check to dispel higher level. Upcasting auto-cancels higher level spells.
Fear (Ill, A, V/S/M, C, 1m, S) - Each creature in 30' cone drops what it's holding and becomes frightened. Wis saving throw prevents. Can flee, and can make a new Wis saving throw when it can no longer see you.
Fly (Trans, A, V/S/M, C, 10m, T) - Target gains 60' flying speed. Upcasting adds +1 target/level.
Gaseous Form (Trans, A, V/S/M, C, 1h, T) - Turns touched target into gas, granting 10' flying speed, resistance to nonmagical damage, advantage on Str/Dex/Con saves, and pass through narrow openings. Ends when they hit 0 hit points.
Hunger of Hxxxx (Conj, A, V/S/M, C, 1m, 150') - 20' radius sphere creates total darkness, cacophonous whispering, deals 2d6 cold damage to those that start their turn there, and 2d6 acid damage to those that end their turn there. Dex save prevents acid damage.
Hypnotic Pattern (Ill, A, S/M, C, 1m, 120') - Targets incapacitated and speed of 0. Wis save stops. Ends if target attacked.
Magic Circle (Abj, L, V/S/M*, 1h, 10') - 10' radius, 20' tall cylinder provides protection against one or more of celestials, elementals, fey, fiends, or undead. Can also cast in reverse to trap such beings inside. Upcasting increases duration by +1h/level.
Major Image (Ill, A, V/S/M, C, 10m, 120') - Creates a convincing illusion that sounds, smells, looks, and has the warmth/cold of the real thing, in a 20' cube. Upcasting voids Concentration tag at 6th level.
Remove Curse (Abj, A, V/S, I, T) - Removes curses affecting a creature or object, unless it is a cursed magic item, in which case it ends attunement.
Tongues (Div, A, V/M, 1h, T) - Touched creature understands any spoken language, and can be understood by any creature that knows at least one language.
Vampiric Touch (Necro, A, V/S, C, 1m, S) - Melee spell attack deals 3d6 necrotic damage and returns half the damage to you as healing; can attack again for duration. Upcasting increases damage by +1d6/level.
Fourth Level Warlock Spells
Banishment (Abj, A, V/S/M, C, 1m, 60') - Target must make a Cha save or be banished to its home plane (or a harmless demiplane if it's on its home plane). Upcasting increases the number of targets by 1/level.
Blight (Necro, A, V/S, I, 30') - 8d8 necrotic damage to target, Con save halves. Upcasting increases damage by 1d8/level.
Dimension Door (Conj, A, V, I, 500') - Teleport self, carried objects, one willing creature. Take 4d6 force damage and spell fails if you try to teleport into something.
Hallucinatory Terrain (Ill, L, V/S/M, 24h, 300') - 150' cube of natural terrain appears entirely like a different sort of natural terrain.
Fifth Level Warlock Spells
Contact Other Plane (Div, L, V/S, R, 1m, S) - Ask a powerful being up to five questions, with one word answers. Make a DC 15 Int save or take 6d6 psychic damage and go insane until you take a long rest or have greater restoration cast on you.
Dream (Ill, L, V/S/M, 8h, Sp) - You or someone you touch enters the dream of a target on the same plane, letting them talk to them. If they appear monstrous, they can't say more than ten words, but the target must make a Wis save or take 3d6 psychic damage and lose any benefits of sleep.
Hold Monster (Ench, A, V/S/M, C, 1m, 90') - Paralyzes non-undead target, Wis save ends, try again each turn. Upcasting adds +1 target/level.
Scrying (Div, L, V/S/M*, C, 10m, S) - Lets you see and hear a particular creature on the same plane of existence. Wis save prevents for next 24 hours.
Sixth Level Warlock Spells
Arcane Gate (Conj, A, V/S, C, 10m, 500', Conj) - Create two portals that people can walk between.
Circle of Death (Necro, A, V/S/M*, I, 120') - 60' sphere which deals 8d6 necrotic damage, Con save halves. Upcasting increases damage by 2d6/level.
Conjure Fey (Conj, L, V/S, C, 1h, 90') - Summons a CR6 or less fey or CR 6 or less beast that obeys verbal commands, and becomes hostile to you if your concentration is interrupted. Upcasting adds 1 CR to the cap/level.
Create Undead (Necro, L, V/S/M*, I, 10') - Raises up to three ghouls, which obey your orders for 24h unless spell is recast. Upcasting increases number of undead and allows better undead.
Eyebite (Necro, A, V/S, C, 1m, S) - While active, can send a single creature within 60' to sleep, into a panic, or sicken it. Can apply to a new creature each round. A successful Wis save stops effect and provides immunity for the duration.
Flesh to Stone (Trans, A, V/S/M, C, 1m, 60') - Target begins turning to stone, causing it to be restrained; Con save prevents. If restrained, makes Con save each turn, and if it fails three times before succeeding three times, it is petrified; if you keep up concentration until duration ends, the transformation is permanent.
Mass Suggestion (Ench, A, V/M, 24h, 60') - Up to twelve creatures obey your reasonable-sounding suggestion. Wis save prevents. Upcasting increases duration.
True Seeing (Div, A, V/S/M*, 1h, T) - Grants target truesight, secret door detection, and ability to see into Ethereal Plane for 120'.
Seventh Level Warlock Spells
Etherealness (Trans, A, V/S, 8h, S) - Enter the Border Ethereal until you leave. You can see, but not interact with, the material plane up to 60', and otherwise move in all directions. Upcasting lets you bring +2/+5 willing creatures/level with you.
Finger of Death (Necro, A, V/S, I, 60') - Target takes 7d8+30 necrotic damage, Con save halves. Humanoids killed this way rise as a zombie under your permanent command.
Forcecage (Evo, A, V/S/M*, 1h, 100') - An immobile, invisible prison surrounds up to 20'x20'x20' cage, or 10'x10'x10' for a completely sealed box. Creatures inside can't escape without magic, and escaping with magic requires a Cha save. Immune to dispel magic.
Plane Shift (Conj, A, V/S/M*, I, T) - You and eight others are transported to another plane of your choice. Can be used as a melee spell attack, Cha save prevents.
Eighth Level Warlock Spells
Demiplane (Conj, A, S, 1h, 60') - Creates a door to a demiplane, a 30'x30'x30' empty room; the door lasts an hour, but the demiplane exists indefinitely. You can open a new door to the same demiplane, a new one, or one another caster made that you know about.
Dominate Monster (Ench, A, V/S, C, 1h, 60') - Charms a creature, letting you telepathically give it commands for the duration. Wis save prevents, and taking damage while charmed prompts a new Wis save. Upcasting increases duration.
Feeblemind (Ench, A, V/S/M, I, 150') - Target takes 4d6 psychic damage. It must also make an Int save or have Int and Cha set to 1, and lose the ability to activate magic items, cast spells, understand language, or communicate. Can attempt Int save again once every 30 days to clear the effect.
Glibness (Trans, A, V, 1h, S) - Replace any rolled Charisma check with a 15, and overpowers truth-telling magic.
Power Word Stun (Ench, A, V, I, 60') - Target creature with fewer than 150 hit points is stunned. Repeatable Con save at end of its turn ends this effect.
Ninth Level Warlock Spells
Astral Projection (Necro, L, V/S/M*, Sp, 10', Necro) - Project yourself and up to eight creatures into the Astral Plane.
Foresight (Div, L, V/S/M, 8h, T) - Touched creature cannot be surprised, has advantage on attack rolls, ability checks, and saving throws; other creatures have disadvantage on attack rolls for duration. Can only be active on one creature at a time.
Imprisonment (Abj, V/S/M*, UD, 30') - Target is magically imprisoned in a manner you choose, making them impossible to perceive or locate by divination, and immune to hunger, thirst, asphyxiation, and age. A successful Wis save grants permanent immunity. You can specify a condition that will cause the spell to end and release the target.
Power Word Kill (Ench, A, V, I, 60') - Target creature with less than 100 hit points instantly dies.
True Polymorph (Trans, A, V/S/M, C, 1h, 30') - Transforms a creature into a different creature, into an object, or an object into a creature. Shapechangers aren't affected, and unwilling creatures may make a Wis save.
Wizard Spells
Wizard Cantrips (0th Level Wizard Spells)
Acid Splash (Conj, A, V/S, I, 60', Conj) - 1d6 acid damage against up to two adjacent targets, Dex saves. Damage increases with higher caster level.
Blade Ward (Abj, A, V/S, 1r, S) - Resistance to bludgeoning, piercing, slashing until your next turn.
Chill Touch (Necro, A, V/S, 1r, 120') - Target takes 1d8 necrotic damage and can't heal until your next turn. Damage increases at higher caster levels.
Dancing Lights (Evo, A, V/S/M, C, 1m, 120') - Creates four torch-sized lights, which illuminate 10' and can be moved 60' as a bonus action.
Fire Bolt (Evo, A, V/S, I, 120') - Target takes 1d10 fire damage. Damage increases at higher caster levels.
Friends (Ench, A, S/M, C, 1m, S) - Grants advantage on Cha checks against target, but at the end, the creature knows you used magic on it and becomes hostile.
Light (Evo, A, V/M, 1h, T) - Object sheds 20' of bright light and an additional 20' of dim light.
Mage Hand (Conj, A, V/S, 1m, 30') - Creates spectral hand that can lift 10lbs, but not attack or activate magic items.
Mending (Trans, L, V/S/M, I, T) - Repairs a single break or tear in the touched object.
Message (Trans, A, V/S/M, 1r, 120') - Sends a whispered message to a target which only they can hear. Can send through sufficiently thin solid objects if you know the target.
Minor Illusion (Ill, A, S/M, 1m, 30') - Creates an auditory or visual hallucination; if visual, must fit in a 5' cube.
Poison Spray (Conj, A, V/S, I, 10') - Target takes 1d12 poison damage, Con save prevents. Damage increases at higher caster levels.
Prestidigitation (Trans, A, V/S, Sp, 10') - Creates one of a variety of minor, practical effects, such as sparks of light, cleaning or soiling 1 cubic foot, chilling, warming, or flavoring nonliving matter for an hour, or creating an illusion in your hand until the end of your next turn.
Ray of Frost (Evo, A, V/S, I, 60') - Target takes 1d8 cold damage and loss 10' of move speed for a turn. Damage increases at higher caster levels.
Shocking Grasp (Evo, A, V/S, I, T) - Target takes 1d8 lightning damage, and can't take reactions. Damage increases at higher caster levels.
True Strike (Div, A, S, C, 1r, 30') - Grants advantage on an attack roll against chosen creature next round.
First Level Wizard Spells
Alarm (Abj, L, V/S/M, R, 8h, 30', Abj) - Sets an alarm which pings you if you're within a mile when something passes through the marked area.
Burning Hands (Evo, A, V/S, I, S) - 15' cone of 3d6 fire damage, Dex save halves. Upcasting increases damage by 1d6/level.
Charm Person (Ench, A, V/S, 1h, 30') - Wis save or target is charmed, and thinks of you as a friendly acquaintance, realizing magic was used on it when the duration ends. Upcasting increases the number of targets by 1/level.
Chromatic Orb (Evo, A, V/S/M*, I, 90') - Deals 3d8 damage of acid, cold, fire, lightning, poison or thunder type, your choice. Upcasting increases damage by 1d8/level.
Color Spray (Ill, A, V/S/M, 1r, S) - Blinds 6d10 hit points worth of creatures in 15' cone. Upcasting increases total hit points of creatures by 2d10/level.
Comprehend Languages (Div, A, V/S/M, R, 1h, S) - Allows you to understand any spoken or written language for an hour.
Detect Magic (Div, A, V/S, C/R, 10m, S) - Senses magical objects or creatures within 30', and school of magic.
Disguise Self (Ill, A, V/S, 1h, S) - Makes you and your armor look like another person; purely illusory.
Expeditious Retreat (Trans, BA, V/S, C, 10m, S) - Can take the Dash action as a bonus action while spell is active.
False Life (Necro, A, V/S/M, 1h, S) - Gives you 1d4 + 4 temporary hit points for duration. Upcasting adds +5 hit points/level.
Feather Fall (Trans, RA, V/M, 1m, 60') - Up to five falling creatures have their descent velocity capped at 60'/round. If they hit the ground while the spell is ongoing, they take no fall damage.
Find Familiar (Conj, L, V/S/M*, R, I, 10') - Summons a creature to act as your familiar. Can sense via familiar, telepathically communicate, resummon if dead, or use as a proxy for touch-range spells.
Fog Cloud (Conj, A, V/S, C, 1h, 120') - 20' fog heavily obscures area. Upcasting adds +20' radius/level.
Grease (Conj, A, V/S/M, 1m, 60') - 10' square of area is covered in grease, making those in the area, ending their turn on the area, or entering the area, fall prone; Dex save prevents.
Identify (Div, L, V/S/M*, R, I, T) - Identifies what a magical item does, what magic created an object, and what spells are currently affecting a touched creature.
Illusory Script (Ill, L, S/M*, R, 10d, T) - Only designated creatures and those with truesight can read your hidden message, with a false or gibberish text appearing for all others.
Jump (Trans, A, V/S/M, 1m, T) - Triples target's jump distance.
Longstrider (Trans, A, V/S/M, 1h, T) - Target's speed increases by +10'. Upcasting adds +1 creature/level.
Mage Armor (Abj, A, V/S/M, 8h, T) - Target's AC becomes 13 + Dex. Only works on those not wearing armor.
Magic Missile (Evo, A, V/S, I, 120') - Three darts, each of which deal 1d4 + 1 damage. Upcasting adds 1 dart/level.
Protection from Evil and Good (Abj, A, V/S/M, C, 10m, T) - Target creature is protected against aberrations, celestials, elementals, fey, fiends, and undead. Against such creature, the target gains a bunch of benefits against them.
Ray of Sickness (Necro, A, V/S, I, 60') - Target takes 2d8 poison damage and is poisoned for a turn. Con save clears poison, but not damage. Upcasting increases damage by 1d8 per level.
Shield (Abj, RA, V/S, 1r, S) - In response to an attack or magic missile, +5 AC and immunity to magic missile until your next turn.
Silent Image (Ill, A, V/S/M, C, 10m, 60') - Creates a visual illusion that you can move and make look as if it's moving naturally.
Sleep (Ench, A, V/S/M, 1m, 90') - 5d8 hit points of creatures are put to sleep. Upcasting adds +2d8 HP of targets/level.
Txxxx's Hideous Laughter (Ench, V/S/M, C, 1m, 30') - Target falls prone and is incapacitated, unable to stand. Wis save prevents. Each turn and when damaged, target can make fresh Wis save.
Txxxxx's Floating Disk (Conj, A, V/S/M, R, 1h, 30') - 3' diameter floating disk carries up to 500lbs and follows you at a distance of 20'.
Thunderwave (Evo, A, V/S, I, S) - Those within 15' take 2d8 thunder damage and are pushed 10' away. Con save halves damage and prevents push. Upcasting increases damage by +1d8/level.
Unseen Servant (Conj, A, V/S/M, 1h, 60') - Creates an invisible servant incapable of attacking that performs simple tasks at your command. You can give new commands as a bonus action.
Witch Bolt (Evo, A, V/S/M, C, 1m, 30') - Deals 1d12 lightning damage, and you can spend your action to deal another 1d12 lightning damage each round. Upcasting increases initial damage by +1d12/level.
Second Level Wizard Spells
Alter Self (Trans, A, V/S/M, C, 1h, 30', Trans) - Choose between aquatic adaptation, change appearance, and natural weapons. Can change between while active.
Arcane Lock (Abj, A, V/S/M*, UD, T, Abj) - Magically locks something, making it difficult to break or pick. A spoken password suppresses the effect.
Blindness/Deafness (Necro, A, V, 1m, 30') - Target makes Con save or is blinded/deafened (your choice). Upcasting increases number of targets by 1/level.
Blur (Ill, A, V, C, 1m, S) - Blur self, inflicting disadvantage on attacks against you.
Cloud of Daggers (Conj, A, V/S/M, C, 1m, 60') - Creates a 5' cube of daggers which deal 4d4 slashing damage to those who pass through. Upcasting increases damage by 2d4/level.
Continual Flame (Evo, A, V/S/M*, UD, T) - Creates a light that can't be quenched.
Crown of Madness (Ench, A, V/S, C, 1m, 120') - Target attacks who you command it to as an action, as long as it continues to fail Wis saves and it can. Otherwise it is free to act.
Darkness (Evo, A, V/M, C, 10m, 60') - Magical darkness covers a 15' radius sphere. Dispels 2nd level or lower magical lights.
Darkvision (Trans, A, V/S/M, 8h, T) - Touched creature gains 60' of darkvision for 8 hours.
Detect Thoughts (Div, A, V/S/M, C, 1m, S) - Detect surface thoughts of one creature at a time within 30'. Can plunge deeper for insight into reasoning, emotional state, and important things, but this lets it resist with a successful Wis save ending the spell. Continued probing means Int v. Int checks that end the spell if it wins. Can detect invisible within 30'. No effect on creatures with <3 Int or no language.
Enlarge/Reduce (Trans, A, V/S/M, C, 1m, 30') - Increases/decreases size category by one step, grants advantage/disadvantage on Strength rolls, and add/reduces damage by 1d4.
Flaming Sphere (Conj, A, V/S/M, C, 1m, 60') - 5' diameter sphere deals 2d6 damage to those within 5' of it, Dex save halves. Sphere can be moved up to 30' as a bonus action. Upcasting adds +1d6 damage/level.
Gentle Repose (Necro, A, V/S/M, R, 10d, T) - Corpse doesn't decay/age for duration - including for purposes of raise dead- and can't become undead.
Gust of Wind (Evo, A, V/S/M, C1, 1m, S) - 60' long, 10' wind gust of wind is pushed 15' unless it passes a Str save, and has movement speed halved towards user.
Hold Person (Ench, A, V/S/M, C, 1m, 60') - Paralyzes humanoid target, Wis save ends, try again each turn. Upcasting adds +1 target/level.
Invisibility (Ill, A, V/S/M, C, 1h, T) - Target turns invisible, ends if they attack or cast spell. Upcasting adds +1 target/level.
Knock (Trans, A, V, I, 60') - Unlocks object, creates loud sound audible up to 300' away.
Levitate (Trans, A, V/S/M, C, 10m, 60') - Lift up to 500lbs 20' into the air. Move it up/down 20' on your turn. Con save prevents.
Locate Object (Div, A, V/S/M, C, 10m, S) - Sense the direction of an object within 1000' of you.
Magic Mouth (Ill, L, V/S/M*, R, UD, 30') - On trigger, object speaks a message of 25 words or less. Can repeat, or end after a single speech.
Magic Weapon (Trans, BA, V/S, C, 1h, T) - Weapon gains +1 bonus to attack and damage rolls. Upcasting allows you to increase bonus.
Mxxx's Acid Arrow (Evo, V/S/M, I, 90') - Attack deals 4d4 acid damage and 2d4 acid damage on the end of target's next turn. Miss halves initial damage and has no lasting damage. Upcasting adds +1d4 damage (both initial and later)/level.
Mirror Image (Ill, A, V/S, 1m, S) - Creates three illusory duplicates; if a duplicate is hit by an attack (but not other effects/damage), it is destroyed.
Misty Step (Conj, BA, V, I, S) - Teleport 30'.
Nxxxxx's Magic Aura (Ill, A, V/S/M, 24h, T) - Divination spells on target receive false information.
Phantasmal Force (Ill, A, V/S/M, C, 1m, 60') - Creates an illusory object in a single target's mind. Int save prevents, and an action and Int (Investigation) check can reveal it. Otherwise, the target becomes irrationally convinced of the illusion's reality, and can take 1d6 psychic damage from it if it would harm it.
Ray of Enfeeblement (Necro, A, V/S, C, 1m, 60') - On a successful hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of its turn, it can make a Con save to try to end the spell.
Rope Trick (Trans, A, V/S/M, 1h, T) - Rope rises into the air, and at the top of its length is an invisible entrance to an extradimensional space you can rest in for the duration. Rope can be pulled up into the portal.
Scorching Ray (Evo, A, V/S, I, 120') - Three rays deal 2d6 fire damage each, against one or more targets. Upcasting adds 1 ray/level.
See Invisibility (Div, A, V/S/M, 1h, S) - Lets you see invisible creatures and objects, and things in the Ethereal Plane.
Shatter (Evo, A, V/S/M, I, 60') - All creatures in a 10' radius sphere take 3d8 thunder damage, Con save halves. Inorganic creatures have disadvantage on the save. Upcasting adds +1d8 damage/level.
Spider Climb (Trans, A, V/S/M, C, 1h, T) - Target can walk on vertical surfaces or upside down on ceilings at normal move speed.
Suggestion (Ench, A, V/M, C, 8h, 30') - Target must take some apparently-reasonable action you suggest, Wis save prevents.
Web (Conj, A, V/S/M, C, 1h, 60') - Thick webbing fills 20' cube, restraining creatures inside. Dex save prevents. A creature restrained can make a Str save as an action to break free.
Third Level Wizard Spells
Animate Dead (Necro, L, V/S/M, I, 10', Necro) - Raises a zombie or skeleton, which obeys your orders for 24h unless spell is recast. Upcast to increase the number of undead by 2/level.
Bestow Curse (Necro, A, V/S, C, 1m, T) - Curses touched target, inflicting one of: disadvantage on ability scores; disadvantage attacks against you; forcing Wis saves to act; or taking additional necrotic damage from your attacks. Upcasting increases duration and can remove concentration.
Blink (Trans, A, V/S, 1m, S) - At the end of each turn, 50% chance of entering the Ethereal plane, returning within 10' at the start of your next turn.
Clairvoyance (Div, L, V/S/M*, C, 10m, 1mi) - Creates an invisible sensor within a mile, which you can see or hear through for 10 minutes.
Counterspell (Abj, RA, S, I, 60') - A creature casting a spell of 3rd level or lower automatically fails; if it is 4th or higher, make a DC 10 + [target spell level] Ability check instead. Upcast to raise the spell level for autosuccess.
Dispel Magic (Abj, A, V/S, I, 120') - Cancels any spell of 3rd level or below on target creature, object, or magical effect. DC 10 + spell level check to dispel higher level. Upcasting auto-cancels higher level spells.
Fear (Ill, A, V/S/M, C, 1m, S) - Each creature in 30' cone drops what it's holding and becomes frightened. Wis saving throw prevents. Can flee, and can make a new Wis saving throw when it can no longer see you.
Feign Death (Necro, A, V/S/M, R, 1h, T) - Willing creature appears dead for one hour.
Fireball (Evo, A, V/S/M, I, 150') - 20' radius sphere deals 8d6 fire damage, Dex save halves. Upcasting adds +1d6 damage/level.
Fly (Trans, A, V/S/M, C, 10m, T) - Target gains 60' flying speed. Upcasting adds +1 target/level.
Gaseous Form (Trans, A, V/S/M, C, 1h, T) - Turns touched target into gas, granting 10' flying speed, resistance to nonmagical damage, advantage on Str/Dex/Con saves, and pass through narrow openings. Ends when they hit 0 hit points.
Glyph of Warding (Abj, V/S/M*, UD, T) - Places a hidden glyph on a surface or inside an openable object, which either erupts in 5d8 acid/cold/fire/lightning/thunder damage (your choice) that can be halved by a successful Dex save, or a 3rd level or lower spell. Upcasting grants +1d8 damage/level, or allows +1 spell level/level.
Haste (Trans, A, V/S/M, C, 1m, 30') - Target has doubled move speed, extra action, +2 AC, and advantage on Dex saves.
Hypnotic Pattern (Ill, A, S/M, C, 1m, 120') - Targets incapacitated and speed of 0. Wis save stops. Ends if target attacked.
Lxxxxxx's Tiny Hut (Evo, L, V/S/M, R, 8h, S) - 10' radius immobile dome appears around you, providing protection from all outside, including spells or inclement weather.
Lightning Bolt (Evo, A, V/S/M, I, S) - 100'x5' line deals 8d6 lightning damage, Dex save halves. Upcasting adds +1d6 damage/level.
Magic Circle (Abj, L, V/S/M*, 1h, 10') - 10' radius, 20' tall cylinder provides protection against one or more of celestials, elementals, fey, fiends, or undead. Can also cast in reverse to trap such beings inside. Upcasting increases duration by +1h/level.
Major Image (Ill, A, V/S/M, C, 10m, 120') - Creates a convincing illusion that sounds, smells, looks, and has the warmth/cold of the real thing, in a 20' cube. Upcasting voids Concentration tag at 6th level.
Nondetection (Abj, A, V/S/M*, 8h, T) - Target creature, place, or object can't be targeted or perceived by divination or magical scrying.
Phantom Steed (Ill, L, V/S, R, 1h, 30') - Creates a steed that can be ridden. Moves at 100'/10mph. Steed disappears if it takes damage.
Protection from Energy (Abj, A, V/S, C, 1h, T) - Target gains resistance to your choice of acid, cold, fire, lightning, or thunder.
Remove Curse (Abj, A, V/S, I, T) - Removes curses affecting a creature or object, unless it is a cursed magic item, in which case it ends attunement.
Sending (Evo, A, V/S/M, 1r, U, Evo) - Send a message of 25 words or less to a creature you know, which is heard in their mind. Works across planes 95% of the time.
Sleet Storm (Conj, A, V/S/M, C, 1m, 150') - Creates 40' radius region of sleet and freezing rain, creating difficult terrain and obscuring visibility. Can break concentration or knock creatures prone.
Slow (Trans, A, V/S/M, C, 1m, 120') - Up to 6 creatures in a 40' cube are slowed. Wis save prevents. Slow halves their movement speed, gives -2 to AC and Dex saves, stops reactions, and forces it to take either a bonus action or action, not both. Spells have a 50% chance to wait until the next round to finish, risking losing them altogether. At the end of its turn, can roll Wis save again to break slow.
Stinking Cloud (Conj, A, V/S/M, C, 1m, 90') - 20' radius sphere of nauseating gas forces creatures within to spend their action retching and reeling, Con save allows normal action.
Tongues (Div, A, V/M, 1h, T) - Touched creature understands any spoken language, and can be understood by any creature that knows at least one language.
Vampiric Touch (Necro, A, V/S, C, 1m, S) - Melee spell attack deals 3d6 necrotic damage and returns half the damage to you as healing; can attack again for duration. Upcasting increases damage by +1d6/level.
Water Breathing (Trans, A, V/S/M, R, 24h, 30') - Up to 10 creatures can breathe underwater.
Fourth Level Wizard Spells
Arcane Eye (Div, A, V/S/M, C, 1h, 30', Div) - Creates an invisible magic eye that you can see through and sees within 30'.
Banishment (Abj, A, V/S/M, C, 1m, 60') - Target must make a Cha save or be banished to its home plane (or a harmless demiplane if it's on its home plane). Upcasting increases the number of targets by 1/level.
Blight (Necro, A, V/S, I, 30') - 8d8 necrotic damage to target, Con save halves. Upcasting increases damage by 1d8/level.
Confusion (Ench, A, V/S/M, C, 1m, 90') - 10' radius sphere become confused, taking random actions, unless they make a Wis save (repeats each round). Upcasting adds +5' radius/level.
Conjure Minor Elementals (Conj, L, V/S, C, 1h, 90') - Summons CR2 or less elementals that obey verbal commands. Upcasting allows you to summon more elementals.
Control Water (Trans, A, V/S/M, C, 10m, 300') - Control up to 100'x100'x100' cube of water.
Dimension Door (Conj, A, V, I, 500') - Teleport self, carried objects, one willing creature. Take 4d6 force damage and spell fails if you try to teleport into something.
Exxxx's Black Tentacles (Conj, A, V/S/M, C, 1m, 90') - 20' region of writhing tentacles. People caught in the effect or who move through it must make a Dex save or be restrained and take 3d6 bludgeoning damage, repeating each round. Restrained creatures may spend their action to make a Str or Dex save (their choice) to escape.
Fabricate (Trans, L, V/S, I, 120') - Turns raw material into a finished good, such as furniture from wood.
Fire Shield (Evo, A, V/S/M, 10m, S) - Lights 20' nearby, provides resistance to cold or fire damage (chosen at cast), and deals 2d8 fire/cold damage (opposite of resistance) to melee attackers within 5'.
Greater Invisibility (Ill, A, V/S, C, 1m, T) - Target becomes invisible.
Hallucinatory Terrain (Ill, L, V/S/M, 24h, 300') - 150' cube of natural terrain appears entirely like a different sort of natural terrain.
Ice Storm (Evo, A, V/S/M, I, 300') - Each creature in 20' radius 40' height cylinder takes 4d6 cold damage and 2d8 bludgeoning damage, Dex save halves. Upcasting adds +1d8 bludgeoning damage.
Lxxxxxx's Secret Chest (Conj, A, V/S/M*, I, T) - Hides a chest and its contents on the Ethereal Plane for up to 60 days safely. You can recall the chest back using a Tiny replica.
Locate Creature (Div, A, V/S/M, C, 1h, S) - Sense the direction of a creature within 1000' of you.
Mxxxxxxxxxxx's Faithful Hound (Conj, A, V/S/M, 8h, 30') - Creates a invisible watchdog that sees invisible creatures, into the Ethereal plane, and ignores illusions. It barks when a creature comes within 30', and bites hostile creatures each turn, attacking and dealing 4d8 piercing damage.
Mxxxxxxxxxxx's Private Sanctum (Abj, L, V/S/M, 24h, 120') - Cubic area up to 100' on a side becomes magically secure, protected from external sounds, vision through, divination spells, teleportation, and planar travelers. Upcasting increases the maximum size of the cube by +100'/level.
Oxxxxxx's Resilient Sphere (Evo, A, V/S/M, C, 1m, 30') - Impenetrable sphere surrounds creature or object of Large or smaller size, protecting it from everything. Dex save avoids being caught. Sphere can be rolled from inside at half normal speed, or moved from outside.
Phantasmal Killer (Ill, A, V/S, C, 1m, 120') - Target must make Wis save or be frightened. Thereafter, each turn, must make a Wis save or take 4d10 psychic damage, with a Wis save ending the effect. Upcasting adds +1d10 damage/level.
Polymorph (Trans, A, V/S/M, C, 1h, 60') - Target is transformed into a new shape with a CR equal to or less than its CR (or level). All stats are replaced, including current and maximum hit points. Unwilling targets may make a Wis save to prevent. Unwilling shapechangers cannot be targeted.
Stone Shape (Trans, A, V/S/M, I, T) - Reshapes a Medium size stone object or 5' cube section of stone.
Stoneskin (Abj, A, V/S/M*, C, 1h, T) - Willing creature has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Wall of Fire (Evo, A, V/S/M, C, 1m, 120') - Fire wall deals 5d8 fire damage to those within. Dex save halves. Continues to damage those within and within 10' for 5d8 fire damage, no save. Upcasting adds +1d8 damage/level.
Fifth Level Wizard Spells
Animate Objects (Trans, A, V/S, C, 1m, 120', Trans) - Animates up to ten nonmagical objects. Upcast for +2 objects/level.
Bxxxx's Hand (Evo, A, V/S/M, C, 1m, 120') - Creates a giant hand that can grab, punch, block, and crush things. Upcasting increases the damage of the punch (force) and crushing (bludgeoning) options.
Cloudkill (Conj, A, V/S, C, 10m, 120') - Creates a 20' radius fog which deals 5d8 poison damage, Con save halves. Upcasting increases damage by 1d8/level.
Cone of Cold (Evo, A, V/S/M, I, S) - 8d8 cold damage to targets in 60' cone, Con save halves damage. Upcasting adds 1d8 damage/level.
Conjure Elemental (Conj, L, V/S/M, C, 1h, 90') - Summons a CR5 or less elemental that obeys your verbal commands, and becomes hostile to you if your concentration is interrupted. Upcasting adds 1 CR to the cap/level.
Contact Other Plane (Div, L, V/S, R, 1m, S) - Ask a powerful being up to five questions, with one word answers. Make a DC 15 Int save or take 6d6 psychic damage and go insane until you take a long rest or have greater restoration cast on you.
Creation (Ill, L, V/S/M, Sp, 30') - Creates an object fitting in a 5' cube, duration based on quality of matter. Upcasting increases size of cube by 5'/level.
Dominate Person (Ench, A, V/S, C, 1m, 60') - Charms a humanoid, letting you telepathically give it commands for the duration. Wis save prevents, and taking damage while charmed prompts a new Wis save. Upcasting increases duration.
Dream (Ill, L, V/S/M, 8h, Sp) - You or someone you touch enters the dream of a target on the same plane, letting them talk to them. If they appear monstrous, they can't say more than ten words, but the target must make a Wis save or take 3d6 psychic damage and lose any benefits of sleep.
Geas (Ench, V, 30d, 60') - Give a creature that can understand you a magical command, charming them. Acting against the command causes 5d10 psychic damage (once per day) for the duration. Wisdom save stops. Upcasting extends duration.
Hold Monster (Ench, A, V/S/M, C, 1m, 90') - Paralyzes non-undead target, Wis save ends, try again each turn. Upcasting adds +1 target/level.
Legend Lore (Div, L, V/S/M*, I, S) - Gives accurate information about a named or described legendary person, place, or object.
Mislead (Ill, A, S, C, 1h, S) - Become invisible and create illusory double; invisibility ends on attack, and double does what you wish. You can see through double as a bonus action instead of own senses.
Modify Memory (Ench, A, V/S, C, 1m, 30') - Charms targeted creature, incapacitating it and making it unaware of its surroundings. Wis save prevents, and advantage on save if you are fighting it. While incapacitated, creature can have memories within 24h adjusted by you talking to it. Upcasting increases maximum age of memory affected.
Passwall (Trans, A, V/S/M, 1h, 30') - Creates an up to 20' deep passage through a wall, ceiling, or floor.
Planar Binding (Abj, L, V/S/M*, 24h, 60') - Binds a celestial, elemental, fey, or fiend into your service for the duration. Cha save at end of casting prevents. Upcasting increases the duration.
Rxxx's Telepathic Bond (Div, A, V/S/M, R, 1h, 30') - Allows up to eight willing creatures to communicate telepathically through the bond, without range limit.
Scrying (Div, L, V/S/M*, C, 10m, S) - Lets you see and hear a particular creature on the same plane of existence. Wis save prevents for next 24 hours.
Seeming (Ill, A, V/S, 8h, 30') - Any number of creatures in range are given a new, illusory appearance. Cha save prevents.
Telekinesis (Trans, A, V/S, C, 10m, 60') - For duration of spell can move a Huge or smaller creature, or a 1000lbs or less object, switching targets as you wish.
Teleportation Circle (Conj, L, V/M*, 1r, 10') - 10' diameter circle teleports you to a known permanent teleportation circle. It can create a permanent teleportation circle by casting on a specific location every day for a year.
Wall of Force (Evo, A, V/S/M, C, 10m, 120') - Creates an impenetrable wall that stops things from physically passing through and extends into the Ethereal Plane. Dispel magic doesn't work, but disintegrate does.
Wall of Stone (Evo, A, V/S/M, C, 10m, 120') - Creates a wall of stone that can trap people. If concentration is maintained the whole duration, it becomes permanent.
Sixth Level Wizard Spells
Arcane Gate (Conj, A, V/S, C, 10m, 500', Conj) - Create two portals that people can walk between.
Chain Lightning (Evo, A, V/S/M, I, 150') - Lightning hits one target, then up to 3 additional targets within 30' of them. 10d8 lightning damage, half on Dex save. Upcasting provides an extra secondary target/level.
Circle of Death (Necro, A, V/S/M*, I, 120') - 60' sphere which deals 8d6 necrotic damage, Con save halves. Upcasting increases damage by 2d6/level.
Contingency (Evo, L, V/S/M*, 10d, S) - Cast a 5th spell or lower with a 1 action casting time that targets you, but it is activated on a predefined trigger within the next ten days. Can only have one contingency at a time.
Create Undead (Necro, L, V/S/M*, I, 10') - Raises up to three ghouls, which obey your orders for 24h unless spell is recast. Upcasting increases number of undead and allows better undead.
Disintegrate (Trans, A, V/S/M, I, 60') - Deals 10d6 + 40 force damage, disintegrates if reduced to 0, Dex save prevents all damage. Instantly disintegrates Large or smaller nonmagical objects/obstacles/creations of magical force, or a 10'x10'x10' cube of larger such things. Upcasting adds 3d6 damage/level.
Dxxxxxx's Instant Summons (Conj, L, V/S/M*, R, UD, T) - Leaves a mark on an object 10lbs or less. You can consume the material component of this spell to summon it to your side instantly, if it is not held or carried by someone.
Eyebite (Necro, A, V/S, C, 1m, S) - While active, can send a single creature within 60' to sleep, into a panic, or sicken it. Can apply to a new creature each round. A successful Wis save stops effect and provides immunity for the duration.
Flesh to Stone (Trans, A, V/S/M, C, 1m, 60') - Target begins turning to stone, causing it to be restrained; Con save prevents. If restrained, makes Con save each turn, and if it fails three times before succeeding three times, it is petrified; if you keep up concentration until duration ends, the transformation is permanent.
Globe of Invulnerability (Abj, A, V/S/M, C, 1m, S) - Immobile 10' radius barrier surrounds you, preventing 5th level or lower spells from affecting those inside. Upcasting increases level of spells affected, +1 level/level.
Guards and Wards (Abj, L, V/S/M*, 24h, T) - Ward protects 2500 sqft of floor space, creating a variety of effects within the area.
Magic Jar (Necro, L, V/S/M*, UD, S) - Moves your soul into a container, from which you can possess people if they are within 100' and fail a Cha save.
Mass Suggestion (Ench, A, V/M, 24h, 60') - Up to twelve creatures obey your reasonable-sounding suggestion. Wis save prevents. Upcasting increases duration.
Move Earth (Trans, A, V/S/M, C, 2h, 120') - In upwards of a 40'x40'x40' area, slowly reshape terrain. Can change area targeted once every ten minutes.
Oxxxxxx's Freezing Sphere (Evo, A, V/S/M, I, 300') - Globe explodes in frost in 60' radius sphere and deals 10d6 cold damage, Con save halves. Globe can be thrown/slung normally by self or other, but only lasts 1 minute before exploding otherwise. Upcasting adds +1d6 damage/level.
Oxxx's Irresistible Dance (Ench, A, V, C, 1m, 30') - Targeted creature uses all movement to dance, giving it disadvantage on Dex saves and attack rolls, and giving others advantage on attacks against it. As an action, Wis save ends.
Programmed Illusion (Ill, V/S/M*, UD, 120') - Creates an illusory object, creature, or other visible phenomenon that activates when a specific condition occurs, playing up to a five minute performance. Resets after ten minutes of dormancy.
Sunbeam (Evo, A, V/S/M, C, 1m, S) - 60' line inflicts 6d8 radiant damage and blinds, Con save halves. Can change direction of line as your action.
True Seeing (Div, A, V/S/M*, 1h, T) - Grants target truesight, secret door detection, and ability to see into Ethereal Plane for 120'.
Wall of Ice (Evo, A, V/S/M, C, 10m, 120') - Creates a wall of ice on a solid surface, dealing 10d6 cold damage to those caught inside, Dex save halves. Can be destroyed. Moving through the frigid air means you take 5d6 cold damage, Con save halves. Upcasting increases the damage by +2d6 for initial, +1d6 for later/level.
Seventh Level Wizard Spells
Delayed Blast Fireball (Evo, A, V/S/M, C, 1m, 150') - Creates an undetonated fireball that deals 12d6 fire damage in a 20' radius, +1d6 per round it isn't detonated, Dex save halves. Explodes after 1 minute/10 rounds, or when concentration is broken. Upcasting adds +1d6 base damage/level.
Etherealness (Trans, A, V/S, 8h, S) - Enter the Border Ethereal until you leave. You can see, but not interact with, the material plane up to 60', and otherwise move in all directions. Upcasting lets you bring +2/+5 willing creatures/level with you.
Finger of Death (Necro, A, V/S, I, 60') - Target takes 7d8+30 necrotic damage, Con save halves. Humanoids killed this way rise as a zombie under your permanent command.
Forcecage (Evo, A, V/S/M*, 1h, 100') - An immobile, invisible prison surrounds up to 20'x20'x20' cage, or 10'x10'x10' for a completely sealed box. Creatures inside can't escape without magic, and escaping with magic requires a Cha save. Immune to dispel magic.
Mirage Arcane (Ill, L, V/S, 10d, Sight), Terrain in up to 1 mile square looks, sounds, smells, and feels like a different terrain.
Mxxxxxxxxxxx's Magnificent Mansion (Conj, L, V/S/M*, 24h, 300') - Creates an elaborate extradimensional dwelling, with a 5'x10' entrance, which you can open or close while within 30'. It has 100 people's worth of food and 100 near-transparent servants.
Mxxxxxxxxxxx's Sword (Evo, A, V/S/M*, C, 1m, 60') - Sword-shaped plane of force deals 3d10 force damage, can be moved 20' as a bonus action to attack again.
Plane Shift (Conj, A, V/S/M*, I, T) - You and eight others are transported to another plane of your choice. Can be used as a melee spell attack, Cha save prevents.
Prismatic Spray (Evo, A, V/S, I, Self) - Targets in a 60' cone are struck by magical multicolored rays of light, typically dealing 10d6 damage of a random type. Dex save halves damage.
Project Image (Ill, A, V/S/M*, C, 1d, 500mi) - Illusory copy of yourself created within range, which can move and act at your command. Can see through its senses or yours, but not both.
Reverse Gravity (Trans, A, V/S/M, C, 1m, 100') - 50' radius 100' cylinder has reversed gravity.
Sequester (Trans, A, V/S/M*, UD, T) - Touched target becomes invisible, impossible to target or perceive by divination. Target also falls into a state of suspended animation until the spell ends. You may set a special condition for it ending.
Simulacrum (Ill, L, V/S/M*, UD, T) - Illusory duplicate has no equipment and half health, but otherwise same game stats as base creature. It is friendly and obeys your spoken commands, but cannot learn or regain spell slots. Casting again kills current duplicates.
Symbol (Abj, V/S/M*, UD, T) - Harmful glyph inflicts one of a variety of effects within a 60' radius sphere for 10 minutes when triggered.
Teleport (Conj, A, V, I, 10') - Instantly transports you and up to eight other willing creatures to a destination you know on the same plane of existence.
Eighth Level Wizard Spells
Antimagic Field (Abj, A, V/S/M, C, 1h, S, Abj) - All magic ceases to function within a 10' radius of you.
Antipathy/Sympathy (Ench, L, V/S/M, 10d, 60', Ench) - An enchanted object or area attracts or repels creatures of a particular type.
Clone (Necro, L, V/S/M*, I, T) - Creates a clone, with the process finishing after 120 days. If the original dies, their soul inhabits the new body, effectively resurrecting them immediately.
Control Weather (Trans, L, V/S/M, C, 8h, S) - Changes weather conditions within a 5mi radius.
Demiplane (Conj, A, S, 1h, 60') - Creates a door to a demiplane, a 30'x30'x30' empty room; the door lasts an hour, but the demiplane exists indefinitely. You can open a new door to the same demiplane, a new one, or one another caster made that you know about.
Dominate Monster (Ench, A, V/S, C, 1h, 60') - Charms a creature, letting you telepathically give it commands for the duration. Wis save prevents, and taking damage while charmed prompts a new Wis save. Upcasting increases duration.
Feeblemind (Ench, A, V/S/M, I, 150') - Target takes 4d6 psychic damage. It must also make an Int save or have Int and Cha set to 1, and lose the ability to activate magic items, cast spells, understand language, or communicate. Can attempt Int save again once every 30 days to clear the effect.
Incendiary Cloud (Conj, A, V/S, C, 1m, 150') - 20' radius sphere deals 10d8 fire damage to those inside, Dex save halves. Moves 10' away from you each turn.
Maze (Conj, A, V/S, C, 10m, 60') - Tosses creature into a labyrinthine demiplane, which they can only escape by making a DC 20 Int check as an action.
Mind Blank (Abj, A, V/S, 24h, T) - Touched creature is immune to psychic damage, emotion or thought-detecting effects, divination in general, and the charmed condition.
Power Word Stun (Ench, A, V, I, 60') - Target creature with fewer than 150 hit points is stunned. Repeatable Con save at end of its turn ends this effect.
Sunburst (Evo, A, V/S/M, I, 150') - Deals 12d6 radiant damage and blinds within a 60' radius. Con save halves and prevents blinding. Blinded creatures can make fresh Con saves at the end of their turns to clear blindness.
Telepathy (Evo, A, V/S/M, 24h, Unlimited) - Creates a telepathic link between you and another creature on the same plane.
Ninth Level Wizard Spells
Astral Projection (Necro, L, V/S/M*, Sp, 10', Necro) - Project yourself and up to eight creatures into the Astral Plane.
Foresight (Div, L, V/S/M, 8h, T) - Touched creature cannot be surprised, has advantage on attack rolls, ability checks, and saving throws; other creatures have disadvantage on attack rolls for duration. Can only be active on one creature at a time.
Gate (Conj, A, V/S/M*, C, 1m, 60') - Creates a 5' to 20' diameter portal to another plane. Can target a creature on another plane whose name you know.
Imprisonment (Abj, V/S/M*, UD, 30') - Target is magically imprisoned in a manner you choose, making them impossible to perceive or locate by divination, and immune to hunger, thirst, asphyxiation, and age. A successful Wis save grants permanent immunity. You can specify a condition that will cause the spell to end and release the target.
Meteor Swarm (Evo, A, V/S, I, 1mi) - Creates four 40' radius spheres, all creatures within take 20d6 fire and 20d6 bludgeoning damage, Dex save halves.
Power Word Kill (Ench, A, V, I, 60') - Target creature with less than 100 hit points instantly dies.
Prismatic Wall (Abj, A, V/S, 10m, 60') - 90'x30' wall or 30' sphere briefly blinds those within 20' (Con save halves), and those who pass through it take up to 50d6 damage of various types, Dex save halves 10d6 each time, and are restrained and blinded, unless they have begun breaking down the wall other ways. You can designate yourself and allies as immune to these effect.
Shapechange (Trans, A, V/S/M*, C, 1h, S) - You transform into another creature, replacing game stats besides Int, Wis, Cha, and alignment.
Time Stop (Trans, A, V, I, S) - You can take 1d4+1 turns in a row, but cannot affect a creature other than you or an object being worn or carried.
True Polymorph (Trans, A, V/S/M, C, 1h, 30') - Transforms a creature into a different creature, into an object, or an object into a creature. Shapechangers aren't affected, and unwilling creatures may make a Wis save.
Weird (Ill, A, V/S, C, 1m, 120') - In a 30' radius sphere, creatures are overcome by their deepest fears and become frightened, Wis save prevents. At the start of the frightened creatures' turns, they take 4d10 psychic damage, Wis save ends.
Wish (Conj, A, V, I, S) - Duplicates any 8th level or lower spell, or a wide variety of other effects, or a custom wish that may be creatively interpreted by the DM. Afterwards, you are excruciatingly stressed/exhausted, and there is a 33% chance you will never be able to cast wish again.
All Spells
Cantrips (0th Level)
Acid Splash (Conj, A, V/S, I, 60', Conj) - 1d6 acid damage against up to two adjacent targets, Dex saves. Damage increases with higher caster level.
Blade Ward (Abj, A, V/S, 1r, S) - Resistance to bludgeoning, piercing, slashing until your next turn.
Chill Touch (Necro, A, V/S, 1r, 120') - Target takes 1d8 necrotic damage and can't heal until your next turn. Damage increases at higher caster levels.
Dancing Lights (Evo, A, V/S/M, C, 1m, 120') - Creates four torch-sized lights, which illuminate 10' and can be moved 60' as a bonus action.
Druidcraft (Trans, A, V/S, I, 30') - Cause one of several minor nature-related effects: weather report for the next 24h, plant blooming, 5' cube of sensory effect, and lighting or snuffing out a small fire.
Eldritch Blast (Evo, A, V/S, I, 120') - Deals 1d10 force damage to target. More attacks at higher caster levels.
Fire Bolt (Evo, A, V/S, I, 120') - Target takes 1d10 fire damage. Damage increases at higher caster levels.
Friends (Ench, A, S/M, C, 1m, S) - Grants advantage on Cha checks against target, but at the end, the creature knows you used magic on it and becomes hostile.
Guidance (Div, A, V/S, C, 1m, T) - Target can roll 1d4 and add it to a single ability check, at which point the spell ends.
Light (Evo, A, V/M, 1h, T) - Object sheds 20' of bright light and an additional 20' of dim light.
Mage Hand (Conj, A, V/S, 1m, 30') - Creates spectral hand that can lift 10lbs, but not attack or activate magic items.
Mending (Trans, L, V/S/M, I, T) - Repairs a single break or tear in the touched object.
Message (Trans, A, V/S/M, 1r, 120') - Sends a whispered message to a target which only they can hear. Can send through sufficiently thin solid objects if you know the target.
Minor Illusion (Ill, A, S/M, 1m, 30') - Creates an auditory or visual hallucination; if visual, must fit in a 5' cube.
Poison Spray (Conj, A, V/S, I, 10') - Target takes 1d12 poison damage, Con save prevents. Damage increases at higher caster levels.
Prestidigitation (Trans, A, V/S, Sp, 10') - Creates one of a variety of minor, practical effects, such as sparks of light, cleaning or soiling 1 cubic foot, chilling, warming, or flavoring nonliving matter for an hour, or creating an illusion in your hand until the end of your next turn.
Produce Flames (Conj, A, V/S, 10m, S) - Ranged spell attack within 30' deals 1d8 fire damage. Damage increases at higher levels.
Ray of Frost (Evo, A, V/S, I, 60') - Target takes 1d8 cold damage and loss 10' of move speed for a turn. Damage increases at higher caster levels.
Resistance (Abj, A, V/S/M, C, 1m, T) - Lets the target creature add +1d4 to a save, once, then the spell ends.
Sacred Flame (Evo, A, V/S, I, 60') - 1d8 radiant damage, Dex save stops. Damage increases with caster level.
Shillelagh (Trans, BA, V/S/M, 1m, T) - Held club or quarterstaff uses spellcasting ability instead of Strength for attack and damage rolls, weapon's damage die becomes d8, and weapon becomes magical.
Shocking Grasp (Evo, A, V/S, I, T) - Target takes 1d8 lightning damage, and can't take reactions. Damage increases at higher caster levels.
Spare the Dying (Necro, A, V/S, I, T) - Target creature at 0 hp is stabilized.
Thaumaturgy (Trans, A, V, 1m, 30') - Manifest a minor effect that is suggestive of supernatural power, such as making your voice loud, causing flames to flicker or change color, or altering the appearance of your eyes. Up to three such effects can be active at a time.
Thorn Whip (Trans, A, V/S/M, I, 30') - Melee spell attack deals 1d6 piercing damage, and if it is Large or smaller, is pulled 10' towards you. Higher caster levels increase damage.
True Strike (Div, A, S, C, 1r, 30') - Grants advantage on an attack roll against chosen creature next round.
Vicious Mockery (Ench, A, V, I, 60') - Target takes 1d4 psychic and has disadvantage on next attack roll, Wis save stops damage and effect. Higher caster levels increase damage.
First Level
Alarm (Abj, L, V/S/M, R, 8h, 30', Abj) - Sets an alarm which pings you if you're within a mile when something passes through the marked area.
Animal Friendship (Ench, A, V/S/M, 24h, 30', Ench) - Charms a beast with <3 Int for the day. Upcast to charm 1 more beast/level.
Armor of Axxxxxx (Abj, A, V/S/M, 1h, S, Abj) - +5 temporary HP, and 5 cold damage to melee attackers while you have the temporary HP. Upcasting increases both temporary HP and cold damage.
Arms of Hxxxx (Conj, A, V/S, I, S, Conj) - Creatures within 10' of caster must save or take 2d6 necrotic damage. Upcasting increases damage.
Bane (Ench, A, V/S/M, C, 1m, 30', Ench) - Up to three creatures must make a Cha save or suffer a 1d4 penalty each time they attack or save. Upcasting increases the number of targets by 1/level.
Bless (Ench, A, V/S/M, C, 1m, 30') - Target adds 1d4 to all attack rolls and saves. Upcasting increases the number of targets by 1/level.
Burning Hands (Evo, A, V/S, I, S) - 15' cone of 3d6 fire damage, Dex save halves. Upcasting increases damage by 1d6/level.
Charm Person (Ench, A, V/S, 1h, 30') - Wis save or target is charmed, and thinks of you as a friendly acquaintance, realizing magic was used on it when the duration ends. Upcasting increases the number of targets by 1/level.
Chromatic Orb (Evo, A, V/S/M*, I, 90') - Deals 3d8 damage of acid, cold, fire, lightning, poison or thunder type, your choice. Upcasting increases damage by 1d8/level.
Color Spray (Ill, A, V/S/M, 1r, S) - Blinds 6d10 hit points worth of creatures in 15' cone. Upcasting increases total hit points of creatures by 2d10/level.
Command (Ench, A, V, 1r, 60') - Issue a one word command that is not harmful to the target. Wisdom save counters. Upcasting adds one target/level.
Compelled Duel (Ench, BA, V, C, 1m, 30') - Target must make Wis save or be compelled to fight you and stay near, so long as you stay in a one-on-one with it.
Comprehend Languages (Div, A, V/S/M, R, 1h, S) - Allows you to understand any spoken or written language for an hour.
Create or Destroy Water (Trans, A, V/S/M, I, 30') - Creates or destroys 10gal of water, can be used to create 30' rain or disperse 30' fog. Upcast for +10gal/+5' area/level.
Cure Wounds (Evo, A, V/S, I, T) - Heals 1d8 + (spellcasting ability modifier) damage. Upcasting heals an additional 1d8/level.
Detect Evil or Good (Div, A, V/S, C, 10m, S) - Recognizes aberration, celestial, fey, fiend, or undead, as well as magical consecration/desecration, within 30'.
Detect Magic (Div, A, V/S, C/R, 10m, S) - Senses magical objects or creatures within 30', and school of magic.
Detect Poison and Disease (Div, A, V/S/M, C/R, 10m, S) - Senses poison, poisonous creatures, and disease within 30', and identifies type of poison, poisonous creature, or disease.
Disguise Self (Ill, A, V/S, 1h, S) - Makes you and your armor look like another person; purely illusory.
Dissonant Whispers (Ench, A, V, I, 60') - 3d6 psychic damage, and target must use reaction to flee you. Wis save for half damage, no effect.
Divine Favor (Evo, BA, V/S, C, 1m, S) - Weapon deals +1d4 radiant damage.
Ensnaring Strike (Conj, BA, V, C, 1m, S) - When you next hit an opponent with your weapon, target is restrained by vines, and takes 1d6 piercing damage at the start of each turn. Str save prevents, and can spend an action to try again. Upcasting adds +1d6 damage/level.
Entangle (Conj, A, V/S, C, 1m, 90') - 20' square of difficult terrain. Creatures in area must make Str save or be restrained, spending an action to try again.
Expeditious Retreat (Trans, BA, V/S, C, 10m, S) - Can take the Dash action as a bonus action while spell is active.
Faerie Fire (Evo, A, V, C, 1m, 60') - Objects and people in a 20' cube are lit up, counteracting invisibility for the duration. Dex save prevents.
False Life (Necro, A, V/S/M, 1h, S) - Gives you 1d4 + 4 temporary hit points for duration. Upcasting adds +5 hit points/level.
Feather Fall (Trans, RA, V/M, 1m, 60') - Up to five falling creatures have their descent velocity capped at 60'/round. If they hit the ground while the spell is ongoing, they take no fall damage.
Find Familiar (Conj, L, V/S/M*, R, I, 10') - Summons a creature to act as your familiar. Can sense via familiar, telepathically communicate, resummon if dead, or use as a proxy for touch-range spells.
Fog Cloud (Conj, A, V/S, C, 1h, 120') - 20' fog heavily obscures area. Upcasting adds +20' radius/level.
Goodberry (Trans, A, V/S/M, I, T) - Creates ten magic berries that each heal 1 hit point and provide a day's nourishment.
Grease (Conj, A, V/S/M, 1m, 60') - 10' square of area is covered in grease, making those in the area, ending their turn on the area, or entering the area, fall prone; Dex save prevents.
Guiding Bolt (Evo, A, V/S, 1r, 120') - Ranged attack dealing 4d6 radiant damage and giving advantage on the next attack roll. Upcasting is +1d6/level.
Hail of Thorns (Conj, BA, V, C, 1m, S) - Around next creature struck with ranged weapon attack, deal 1d10 pierce to target and all within 5', Dex save halves. Upcasting +1d10/level (cap 6d10).
Healing Word (Evo, BA, V, I, 60') - Creature regain 1d4 + (spellcasting ability mod) HP. Upcasting adds +1d4 healing/level.
Hellish Rebuke (Evo, RA, V/S, I, 60') - Person that damaged you takes 2d10 fire damage, Dex save halves. Upcasting adds +1d10 damage/level.
Heroism (Ench, A, V/S, C, 1m, T) - Creature gains immunity to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of its turn. Upcasting adds +1 target/level.
Hex (Ench, BA, V/S/M, C, 1h, 90') - You deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack, and the target suffers disadvantage to checks with one ability score (your choice). Upcasting increases duration.
Hunter's Mark (Div, BA, V, C, 1h, 90') - Marks target, granting +1d6 damage and advantage to Perception and Survival checks to find it. Upcasting increases duration.
Identify (Div, L, V/S/M*, R, I, T) - Identifies what a magical item does, what magic created an object, and what spells are currently affecting a touched creature.
Illusory Script (Ill, L, S/M*, R, 10d, T) - Only designated creatures and those with truesight can read your hidden message, with a false or gibberish text appearing for all others.
Inflict Wounds (Necro, A, V/S, I, T) - Deals 3d10 necrotic damage. Upcasting adds +1d10/level.
Jump (Trans, A, V/S/M, 1m, T) - Triples target's jump distance.
Longstrider (Trans, A, V/S/M, 1h, T) - Target's speed increases by +10'. Upcasting adds +1 creature/level.
Mage Armor (Abj, A, V/S/M, 8h, T) - Target's AC becomes 13 + Dex. Only works on those not wearing armor.
Magic Missile (Evo, A, V/S, I, 120') - Three darts, each of which deal 1d4 + 1 damage. Upcasting adds 1 dart/level.
Protection from Evil and Good (Abj, A, V/S/M, C, 10m, T) - Target creature is protected against aberrations, celestials, elementals, fey, fiends, and undead. Against such creature, the target gains a bunch of benefits against them.
Purify Food and Drink (Trans, A, V/S, R, I, 10') - All nonmagical food and drink within 5' is purified and free of poison and disease.
Ray of Sickness (Necro, A, V/S, I, 60') - Target takes 2d8 poison damage and is poisoned for a turn. Con save clears poison, but not damage. Upcasting increases damage by 1d8 per level.
Sanctuary (Abj, BA, V/S/M, 1m, 30') - Any creature wishing to attack the chosen creature must make a Wis save; on a fail, they must target someone else. Spell ends if warded creature attacks or casts an offensive spell.
Searing Smite (Evo, BA, V, C, 1m, S) - Adds 1d6 fire damage to next melee weapon attack. Target struck makes Con save at end of each turn, failure inflicts additional 1d6 fire damage, save ends. Upcasting increases initial damage +1d6/level.
Shield (Abj, RA, V/S, 1r, S) - In response to an attack or magic missile, +5 AC and immunity to magic missile until your next turn.
Shield of Faith (Abj, BA, V/S/M, C, 10m, 60') - Grants +2 AC to target for duration.
Silent Image (Ill, A, V/S/M, C, 10m, 60') - Creates a visual illusion that you can move and make look as if it's moving naturally.
Sleep (Ench, A, V/S/M, 1m, 90') - 5d8 hit points of creatures are put to sleep. Upcasting adds +2d8 HP of targets/level.
Speak with Animals (Div, A, V/S, R, 10m, S) - You can speak and verbally communicate with beasts for the duration.
Txxxx's Hideous Laughter (Ench, V/S/M, C, 1m, 30') - Target falls prone and is incapacitated, unable to stand. Wis save prevents. Each turn and when damaged, target can make fresh Wis save.
Txxxxx's Floating Disk (Conj, A, V/S/M, R, 1h, 30') - 3' diameter floating disk carries up to 500lbs and follows you at a distance of 20'.
Thunderous Smite (Evo, BA, V, C, 1m, S) - Next attack deals 2d6 thunder damage to the target and pushes it 10' away, knocking it prone. Str save prevents effect but not damage.
Thunderwave (Evo, A, V/S, I, S) - Those within 15' take 2d8 thunder damage and are pushed 10' away. Con save halves damage and prevents push. Upcasting increases damage by +1d8/level.
Unseen Servant (Conj, A, V/S/M, 1h, 60') - Creates an invisible servant incapable of attacking that performs simple tasks at your command. You can give new commands as a bonus action.
Witch Bolt (Evo, A, V/S/M, C, 1m, 30') - Deals 1d12 lightning damage, and you can spend your action to deal another 1d12 lightning damage each round. Upcasting increases initial damage by +1d12/level.
Wrathful Smite (Evo, BA, V, C, 1m, S) - Next melee weapon attack deals 1d6 psychic damage and is frightened until the spell ends, Wis save prevents effect. As an action, creature can take Wis save to end the effect.
Second Level
Aid (Abj, A, V/S/M, 8h, 30', Abj) - +5 max and current HP for 8h. If upcast, +5HP per spell level.
Alter Self (Trans, A, V/S/M, C, 1h, 30', Trans) - Choose between aquatic adaptation, change appearance, and natural weapons. Can change between while active.
Animal Messenger (Ench, A, V/S/M, R, 24h, 30', Ench) - Tiny beast seeks out a chosen location/target, speaks up to 25 words. Upcast for longer distances/duration.
Arcane Lock (Abj, A, V/S/M*, UD, T, Abj) - Magically locks something, making it difficult to break or pick. A spoken password suppresses the effect.
Augury (Div, L, V/S/M*, R, I, S, Div) - Receive a fortune reading on something you plan to do in <30 minutes.
Barkskin (Trans, A, V/S/M, C, 1h, T) - Target's AC set to 16 minimum.
Beast Sense (Div, A, S, C/R, 1h, T) - Sense through a touched beast's eyes.
Blindness/Deafness (Necro, A, V, 1m, 30') - Target makes Con save or is blinded/deafened (your choice). Upcasting increases number of targets by 1/level.
Blur (Ill, A, V, C, 1m, S) - Blur self, inflicting disadvantage on attacks against you.
Branding Smite (Evo, BA, V, C, 1m, S) - Next attack deals 2d6 radiant damage, target becomes visible and illuminated and can't become invisible. Upcasting increases damage by 1d6/level.
Calm Emotions (Ench, A, V/S, C, 1m, 60') - Cha save (can choose to fail) or suppress charm/frighten. Alternately, Cha save or become indifferent to previously-hostile creatures until attacked or harmed.
Cloud of Daggers (Conj, A, V/S/M, C, 1m, 60') - Creates a 5' cube of daggers which deal 4d4 slashing damage to those who pass through. Upcasting increases damage by 2d4/level.
Continual Flame (Evo, A, V/S/M*, UD, T) - Creates a light that can't be quenched.
Cordon of Arrows (Trans, A, V/S/M*, 8h, 5') - Plant four arrows within 5' of you; they attack anyone who comes within 30' of them, dealing 1d6 piercing damage (Dex save prevents) and destroying themselves. Upcasting increases number of arrows by 2/level.
Crown of Madness (Ench, A, V/S, C, 1m, 120') - Target attacks who you command it to as an action, as long as it continues to fail Wis saves and it can. Otherwise it is free to act.
Darkness (Evo, A, V/M, C, 10m, 60') - Magical darkness covers a 15' radius sphere. Dispels 2nd level or lower magical lights.
Darkvision (Trans, A, V/S/M, 8h, T) - Touched creature gains 60' of darkvision for 8 hours.
Detect Thoughts (Div, A, V/S/M, C, 1m, S) - Detect surface thoughts of one creature at a time within 30'. Can plunge deeper for insight into reasoning, emotional state, and important things, but this lets it resist with a successful Wis save ending the spell. Continued probing means Int v. Int checks that end the spell if it wins. Can detect invisible within 30'. No effect on creatures with <3 Int or no language.
Enhance Ability (Trans, A, V/S/M, C, 1h, T) - Creature gains advantage on chosen Ability checks, and additional benefits for Str/Dex/Con. Upcasting lets you target +1 creature/level.
Enlarge/Reduce (Trans, A, V/S/M, C, 1m, 30') - Increases/decreases size category by one step, grants advantage/disadvantage on Strength rolls, and add/reduces damage by 1d4.
Enthrall (Ench, A, V/S, 1m, 60') - Creatures you choose within range must make a Wis save or suffer disadvantage on Perception checks to perceive anyone but you. Target has advantage on Wis save if they're fighting you or your companions.
Find Steed (Conj, L, V/S, I, 30') - Summons a loyal steed, which can understand one language and you may speak to it telepathically within 1 mile.
Find Traps (Div, A, V/S, I, 120') - Detects the presence and general nature of traps within range and line of sight.
Flame Blade (Evo, BA, V/S/M, C, 10m, S) - Fire blade held in hand acts as weapon dealing 3d6 fire damage. Upcasting adds +1d6/two levels.
Flaming Sphere (Conj, A, V/S/M, C, 1m, 60') - 5' diameter sphere deals 2d6 damage to those within 5' of it, Dex save halves. Sphere can be moved up to 30' as a bonus action. Upcasting adds +1d6 damage/level.
Gentle Repose (Necro, A, V/S/M, R, 10d, T) - Corpse doesn't decay/age for duration - including for purposes of raise dead- and can't become undead.
Gust of Wind (Evo, A, V/S/M, C1, 1m, S) - 60' long, 10' wind gust of wind is pushed 15' unless it passes a Str save, and has movement speed halved towards user.
Heat Metal (Trans, A, V/S/M, C, 1m, 60') - Metal object becomes red-hot, dealing 2d8 fire damage to those in contact with it. As a bonus action, deal damage again. Holding the object inflicts disadvantage to attack rolls and ability checks until your next turn. Upcasting adds +1d8 damage/level.
Hold Person (Ench, A, V/S/M, C, 1m, 60') - Paralyzes humanoid target, Wis save ends, try again each turn. Upcasting adds +1 target/level.
Invisibility (Ill, A, V/S/M, C, 1h, T) - Target turns invisible, ends if they attack or cast spell. Upcasting adds +1 target/level.
Knock (Trans, A, V, I, 60') - Unlocks object, creates loud sound audible up to 300' away.
Lesser Restoration (Abj, A, V/S, I, T) - End one disease or condition (blinded, deafened, paralyzed, poisoned) afflicting the touched creature.
Levitate (Trans, A, V/S/M, C, 10m, 60') - Lift up to 500lbs 20' into the air. Move it up/down 20' on your turn. Con save prevents.
Locate Animals or Plants (Div, A, V/S/M, R, I, S) - Learn the direction or distance of the nearest specimen of a species of beast or plant within 5 miles.
Locate Object (Div, A, V/S/M, C, 10m, S) - Sense the direction of an object within 1000' of you.
Magic Mouth (Ill, L, V/S/M*, R, UD, 30') - On trigger, object speaks a message of 25 words or less. Can repeat, or end after a single speech.
Magic Weapon (Trans, BA, V/S, C, 1h, T) - Weapon gains +1 bonus to attack and damage rolls. Upcasting allows you to increase bonus.
Mxxx's Acid Arrow (Evo, V/S/M, I, 90') - Attack deals 4d4 acid damage and 2d4 acid damage on the end of target's next turn. Miss halves initial damage and has no lasting damage. Upcasting adds +1d4 damage (both initial and later)/level.
Mirror Image (Ill, A, V/S, 1m, S) - Creates three illusory duplicates; if a duplicate is hit by an attack (but not other effects/damage), it is destroyed.
Misty Step (Conj, BA, V, I, S) - Teleport 30'.
Moonbeam (Evo, A, V/S/M, C, 1m, 120') - Creates a 5' radius, 40' tall cylinder of pale light. Those inside take 2d10 radiant damage, Con save halves. Shapechangers make their save with disadvantage, and if they fail, are forced into original form. Upcasting adds +1d10 damage/level.
Nxxxxx's Magic Aura (Ill, A, V/S/M, 24h, T) - Divination spells on target receive false information.
Pass Without Trace (Abj, A, V/S/M, C, 1h, S) - +10 bonus to Stealth for you and allies within 30'.
Phantasmal Force (Ill, A, V/S/M, C, 1m, 60') - Creates an illusory object in a single target's mind. Int save prevents, and an action and Int (Investigation) check can reveal it. Otherwise, the target becomes irrationally convinced of the illusion's reality, and can take 1d6 psychic damage from it if it would harm it.
Prayer of Healing (Evo, L, V, I, 30') Up to 6 creatures regain 2d8 + your spellcasting ability modifier health. Upcasting adds +1d8/level.
Protection from Poison (Abj, A, V/S, 1h, T) - Neutralizes one poison in the target, and gives advantage on saves against poisons and resistance to poison damage for the duration.
Ray of Enfeeblement (Necro, A, V/S, C, 1m, 60') - On a successful hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of its turn, it can make a Con save to try to end the spell.
Rope Trick (Trans, A, V/S/M, 1h, T) - Rope rises into the air, and at the top of its length is an invisible entrance to an extradimensional space you can rest in for the duration. Rope can be pulled up into the portal.
Scorching Ray (Evo, A, V/S, I, 120') - Three rays deal 2d6 fire damage each, against one or more targets. Upcasting adds 1 ray/level.
See Invisibility (Div, A, V/S/M, 1h, S) - Lets you see invisible creatures and objects, and things in the Ethereal Plane.
Shatter (Evo, A, V/S/M, I, 60') - All creatures in a 10' radius sphere take 3d8 thunder damage, Con save halves. Inorganic creatures have disadvantage on the save. Upcasting adds +1d8 damage/level.
Silence (Ill, A, V/S, C/R, 10m, 120') - No sound can be created within or pass through a 20' radius sphere. Creatures inside are immune to thunder damage and deafened. Spells with verbal components cannot be cast.
Spider Climb (Trans, A, V/S/M, C, 1h, T) - Target can walk on vertical surfaces or upside down on ceilings at normal move speed.
Spike Growth (Trans, A, V/S/M, C, 10m, 150') - 20' radius of grown sprouts camouflaged spikes and thorns. It becomes difficult terrain and inflicts 2d4 piercing damage per 5' someone travels within.
Spiritual Weapon (Evo, BA, V/S, 1m, 60') - Floating weapon deals 1d8 + spellcasting ability modifier force damage. Upcasting adds +1d8 damage.
Suggestion (Ench, A, V/M, C, 8h, 30') - Target must take some apparently-reasonable action you suggest, Wis save prevents.
Warding Bond (Abj, A, V/S/M*, 1h, T) - Target gains +1 AC and +1 to saves, and resistance to all damage. You take damage when the creature does. Ends if you are separated by more than 60' or reduced to 0 hit points.
Web (Conj, A, V/S/M, C, 1h, 60') - Thick webbing fills 20' cube, restraining creatures inside. Dex save prevents. A creature restrained can make a Str save as an action to break free.
Zone of Truth (Ench, A, V/S, 10m, 60') - Creatures inside the zone must make a Cha save; if they fail, they cannot speak a deliberate lie within the area, and you know if they succeeded/failed.
3rd Level
Animate Dead (Necro, L, V/S/M, I, 10', Necro) - Raises a zombie or skeleton, which obeys your orders for 24h unless spell is recast. Upcast to increase the number of undead by 2/level.
Aura of Vitality (Evo, A, V, C, 1m, S, Evo) - 30' aura where you can heal one creature 2d6 damage as a bonus action.
Beacon of Hope (Abj, A, V/S, C, 1m, 30') - Allies gain advantage on Wis and death saves, and gains maximum possible HP from any healing.
Bestow Curse (Necro, A, V/S, C, 1m, T) - Curses touched target, inflicting one of: disadvantage on ability scores; disadvantage attacks against you; forcing Wis saves to act; or taking additional necrotic damage from your attacks. Upcasting increases duration and can remove concentration.
Blinding Smite (Evo, BA, V, C, 1m, S) - Bonus 3d8 radiant damage to attack, target makes Con save or is blinded for duration.
Blink (Trans, A, V/S, 1m, S) - At the end of each turn, 50% chance of entering the Ethereal plane, returning within 10' at the start of your next turn.
Call Lightning (Conj, A, V/S, C, 10m, 120') - Storm cloud appears, letting you strike target 5' zone of your choice in 60' cylinder for 3d10 lightning damage every round. Upcasting increases damage by 1d10/level.
Clairvoyance (Div, L, V/S/M*, C, 10m, 1mi) - Creates an invisible sensor within a mile, which you can see or hear through for 10 minutes.
Conjure Animals (Conj, A, V/S, C, 1h, 60') - Summons CR2 or less beasts that obey verbal commands. Upcasting allows you to summon more animals.
Conjure Barrage (Conj, A, V/S/M*, I, S) - Duplicate thrown weapon/ammunition, with copies dealing 3d8 damage in a 60' cone, Dex save halves. Same damage type as thrown weapon/ammunition.
Counterspell (Abj, RA, S, I, 60') - A creature casting a spell of 3rd level or lower automatically fails; if it is 4th or higher, make a DC 10 + [target spell level] Ability check instead. Upcast to raise the spell level for autosuccess.
Create Food and Water (Conj, A, V/S, I, 30') - Creates 45lbs of food and 30gal of water. Food lasts 24h unless eaten, water doesn't spoil.
Crusader's Mantle (Evo, A, V, C, 1m, S) - 30' aura adds 1d4 radiant damage to all weapon attacks for duration.
Daylight (Evo, A, V/S, 1h, 60') - Creates a 60' radius sphere of bright light, with an additional 60' of dim light. Dispels 3rd level or lower magical darkness.
Dispel Magic (Abj, A, V/S, I, 120') - Cancels any spell of 3rd level or below on target creature, object, or magical effect. DC 10 + spell level check to dispel higher level. Upcasting auto-cancels higher level spells.
Elemental Weapon (Trans, A, V/S, C, 1h, T) - Weapon has +1 to attack rolls and deals +1d4 acid/cold/fire/lightning/thunder (your choice) damage. Upcasting increases damage and bonus.
Fear (Ill, A, V/S/M, C, 1m, S) - Each creature in 30' cone drops what it's holding and becomes frightened. Wis saving throw prevents. Can flee, and can make a new Wis saving throw when it can no longer see you.
Feign Death (Necro, A, V/S/M, R, 1h, T) - Willing creature appears dead for one hour.
Fireball (Evo, A, V/S/M, I, 150') - 20' radius sphere deals 8d6 fire damage, Dex save halves. Upcasting adds +1d6 damage/level.
Fly (Trans, A, V/S/M, C, 10m, T) - Target gains 60' flying speed. Upcasting adds +1 target/level.
Gaseous Form (Trans, A, V/S/M, C, 1h, T) - Turns touched target into gas, granting 10' flying speed, resistance to nonmagical damage, advantage on Str/Dex/Con saves, and pass through narrow openings. Ends when they hit 0 hit points.
Glyph of Warding (Abj, V/S/M*, UD, T) - Places a hidden glyph on a surface or inside an openable object, which either erupts in 5d8 acid/cold/fire/lightning/thunder damage (your choice) that can be halved by a successful Dex save, or a 3rd level or lower spell. Upcasting grants +1d8 damage/level, or allows +1 spell level/level.
Haste (Trans, A, V/S/M, C, 1m, 30') - Target has doubled move speed, extra action, +2 AC, and advantage on Dex saves.
Hunger of Hxxxx (Conj, A, V/S/M, C, 1m, 150') - 20' radius sphere creates total darkness, cacophonous whispering, deals 2d6 cold damage to those that start their turn there, and 2d6 acid damage to those that end their turn there. Dex save prevents acid damage.
Hypnotic Pattern (Ill, A, S/M, C, 1m, 120') - Targets incapacitated and speed of 0. Wis save stops. Ends if target attacked.
Lxxxxxx's Tiny Hut (Evo, L, V/S/M, R, 8h, S) - 10' radius immobile dome appears around you, providing protection from all outside, including spells or inclement weather.
Lightning Arrow (Trans, BA, V/S, C, 1m, S) - Next ranged attack deals 4d8 lightning damage instead of normal, half damage on a miss. Those within 10' of target take 2d8 lightning damage, Dex save halves. Upcasting adds +1d8/level to both effects.
Lightning Bolt (Evo, A, V/S/M, I, S) - 100'x5' line deals 8d6 lightning damage, Dex save halves. Upcasting adds +1d6 damage/level.
Magic Circle (Abj, L, V/S/M*, 1h, 10') - 10' radius, 20' tall cylinder provides protection against one or more of celestials, elementals, fey, fiends, or undead. Can also cast in reverse to trap such beings inside. Upcasting increases duration by +1h/level.
Major Image (Ill, A, V/S/M, C, 10m, 120') - Creates a convincing illusion that sounds, smells, looks, and has the warmth/cold of the real thing, in a 20' cube. Upcasting voids Concentration tag at 6th level.
Mass Healing Word (Evo, BA, V, I, 60') - Heals up to 6 creatures by 1d4 + spellcasting ability modifier. Upcasting adds +1d4/level.
Meld Into Stone (Trans, A, V/S, R, 8h, T) - Step into stone object, completely hiding within it to all nonmagical senses.
Nondetection (Abj, A, V/S/M*, 8h, T) - Target creature, place, or object can't be targeted or perceived by divination or magical scrying.
Phantom Steed (Ill, L, V/S, R, 1h, 30') - Creates a steed that can be ridden. Moves at 100'/10mph. Steed disappears if it takes damage.
Plant Growth (Trans, A, V/S, I, 150') - All normal plants in a 100' radius become thick and overgrown, quadrupling movement costs. Alternately, cast the spell over eight hours, doubling harvests for the year.
Protection from Energy (Abj, A, V/S, C, 1h, T) - Target gains resistance to your choice of acid, cold, fire, lightning, or thunder.
Remove Curse (Abj, A, V/S, I, T) - Removes curses affecting a creature or object, unless it is a cursed magic item, in which case it ends attunement.
Revivify (Conj, A, V/S/M*, I, T) - Creature that died within the last minute is returned to life with 1 hit point.
Sending (Evo, A, V/S/M, 1r, U, Evo) - Send a message of 25 words or less to a creature you know, which is heard in their mind. Works across planes 95% of the time.
Sleet Storm (Conj, A, V/S/M, C, 1m, 150') - Creates 40' radius region of sleet and freezing rain, creating difficult terrain and obscuring visibility. Can break concentration or knock creatures prone.
Slow (Trans, A, V/S/M, C, 1m, 120') - Up to 6 creatures in a 40' cube are slowed. Wis save prevents. Slow halves their movement speed, gives -2 to AC and Dex saves, stops reactions, and forces it to take either a bonus action or action, not both. Spells have a 50% chance to wait until the next round to finish, risking losing them altogether. At the end of its turn, can roll Wis save again to break slow.
Speak with Dead (Necro, A, V/S/M, 10m, 10') - Ask the corpse up to five questions, which it may answer as it likes.
Speak with Plants (Trans, A, V/S, 10m, S) - Plants within 30' have limited sentience and animation, letting them communicate with you and follow simple commands.
Spirit Guardians (Conj, A, V/S/M, C, 10m, S) - Spirits protect you, impeding those within 15', halving their speed, and inflicting 3d8 radiant or necrotic (depending on your alignment) to those within radius. Wis save halves damage.
Stinking Cloud (Conj, A, V/S/M, C, 1m, 90') - 20' radius sphere of nauseating gas forces creatures within to spend their action retching and reeling, Con save allows normal action.
Tongues (Div, A, V/M, 1h, T) - Touched creature understands any spoken language, and can be understood by any creature that knows at least one language.
Vampiric Touch (Necro, A, V/S, C, 1m, S) - Melee spell attack deals 3d6 necrotic damage and returns half the damage to you as healing; can attack again for duration. Upcasting increases damage by +1d6/level.
Water Breathing (Trans, A, V/S/M, R, 24h, 30') - Up to 10 creatures can breathe underwater.
Water Walk (Trans, A, V/S/M, R, 1h, 30') - Up to 10 creatures can walk across surface of liquid, and (if submerged) resurface at 60'/round.
Wind Wall (Evo, A, V/S/M, C, 1m, 120') - Creates a wall of wind, which deals 3d8 bludgeoning damage to those caught within, Str halves. Small projectiles, flying humanoids, gasses, etc, can't pass through or are harmlessly diverted.
Fourth Level
Arcane Eye (Div, A, V/S/M, C, 1h, 30', Div) - Creates an invisible magic eye that you can see through and sees within 30'.
Aura of Life (Abj, A, V, C, 10m, S, Abj) - 30' aura provides resistance to necrotic damage, prevents max HP reduction, and heals living, nonhostile creatures to 1hp.
Aura of Purity (Abj, A, V, C, 10m, S, Abj) - 30' aura provides immunity to disease, resistance to poison damage, and advantage on saves against most conditions.
Banishment (Abj, A, V/S/M, C, 1m, 60') - Target must make a Cha save or be banished to its home plane (or a harmless demiplane if it's on its home plane). Upcasting increases the number of targets by 1/level.
Blight (Necro, A, V/S, I, 30') - 8d8 necrotic damage to target, Con save halves. Upcasting increases damage by 1d8/level.
Compulsion (Ench, A, V/S, C, 1m, 30') - Affected creatures must move horizontal from you, with a Wis save resisting.
Confusion (Ench, A, V/S/M, C, 1m, 90') - 10' radius sphere become confused, taking random actions, unless they make a Wis save (repeats each round). Upcasting adds +5' radius/level.
Conjure Minor Elementals (Conj, L, V/S, C, 1h, 90') - Summons CR2 or less elementals that obey verbal commands. Upcasting allows you to summon more elementals.
Conjure Woodland Beings (Conj, A, V/S/M, C, 1h, 60') - Summons CR2 or less fey that obey verbal commands. Upcasting lets you summon more fey creatures.
Control Water (Trans, A, V/S/M, C, 10m, 300') - Control up to 100'x100'x100' cube of water.
Death Ward (Abj, A, V/S, 8h, T) - If the target would drop to 0 hit points due to damage, they instead drop to 1 hit point and the spell ends.
Dimension Door (Conj, A, V, I, 500') - Teleport self, carried objects, one willing creature. Take 4d6 force damage and spell fails if you try to teleport into something.
Divination (Div, A, V/S/M*, R, I, S) - Ask one question about something that will happen within 7 days. Repeated casts before a long rest cause risk of random results.
Dominate Beast (Ench, A, V/S, C, 1m, 60') - Charms a beast, letting you telepathically give it commands for the duration. Wis save prevents, and taking damage while charmed prompts a new Wis save. Upcasting increases duration.
Exxxx's Black Tentacles (Conj, A, V/S/M, C, 1m, 90') - 20' region of writhing tentacles. People caught in the effect or who move through it must make a Dex save or be restrained and take 3d6 bludgeoning damage, repeating each round. Restrained creatures may spend their action to make a Str or Dex save (their choice) to escape.
Fabricate (Trans, L, V/S, I, 120') - Turns raw material into a finished good, such as furniture from wood.
Fire Shield (Evo, A, V/S/M, 10m, S) - Lights 20' nearby, provides resistance to cold or fire damage (chosen at cast), and deals 2d8 fire/cold damage (opposite of resistance) to melee attackers within 5'.
Freedom of Movement (Abj, A, V/S/M, 1h, T) - Touched creature is unaffected by difficult terrain, or magical effects that reduce movement speed or cause it to be paralyzed or restrained.
Giant Insect (Trans, A, V/S, C, 10m, 30') - Enlarges specimens of several species of arthropods when cast; the resulting creatures obey your verbal commands. Depending on species, may enlarge one or several with a single casting.
Grasping Vine (Conj, BA, V/S, C, 1m, 30') - Vine grabs a chosen creature within 30', pulling it 20' towards it (Dex save prevents), can be ordered to grab at same target or new as a bonus action each turn.
Greater Invisibility (Ill, A, V/S, C, 1m, T) - Target becomes invisible.
Guardian of Faith (Conj, A, V, 8h, 30') - Creates a Large spectral guardian. When a creature moves within 10' of it, it deals 20 radiant damage, Dex save halves. When it's dealt 60 damage total, it vanishes.
Hallucinatory Terrain (Ill, L, V/S/M, 24h, 300') - 150' cube of natural terrain appears entirely like a different sort of natural terrain.
Ice Storm (Evo, A, V/S/M, I, 300') - Each creature in 20' radius 40' height cylinder takes 4d6 cold damage and 2d8 bludgeoning damage, Dex save halves. Upcasting adds +1d8 bludgeoning damage.
Lxxxxxx's Secret Chest (Conj, A, V/S/M*, I, T) - Hides a chest and its contents on the Ethereal Plane for up to 60 days safely. You can recall the chest back using a Tiny replica.
Locate Creature (Div, A, V/S/M, C, 1h, S) - Sense the direction of a creature within 1000' of you.
Mxxxxxxxxxxx's Faithful Hound (Conj, A, V/S/M, 8h, 30') - Creates a invisible watchdog that sees invisible creatures, into the Ethereal plane, and ignores illusions. It barks when a creature comes within 30', and bites hostile creatures each turn, attacking and dealing 4d8 piercing damage.
Mxxxxxxxxxxx's Private Sanctum (Abj, L, V/S/M, 24h, 120') - Cubic area up to 100' on a side becomes magically secure, protected from external sounds, vision through, divination spells, teleportation, and planar travelers. Upcasting increases the maximum size of the cube by +100'/level.
Oxxxxxx's Resilient Sphere (Evo, A, V/S/M, C, 1m, 30') - Impenetrable sphere surrounds creature or object of Large or smaller size, protecting it from everything. Dex save avoids being caught. Sphere can be rolled from inside at half normal speed, or moved from outside.
Phantasmal Killer (Ill, A, V/S, C, 1m, 120') - Target must make Wis save or be frightened. Thereafter, each turn, must make a Wis save or take 4d10 psychic damage, with a Wis save ending the effect. Upcasting adds +1d10 damage/level.
Polymorph (Trans, A, V/S/M, C, 1h, 60') - Target is transformed into a new shape with a CR equal to or less than its CR (or level). All stats are replaced, including current and maximum hit points. Unwilling targets may make a Wis save to prevent. Unwilling shapechangers cannot be targeted.
Staggering Smite (Evo, BA, V, C, 1m, S) - Next creature hit with a melee weapon attack takes 4d6 psychic damage and gets disadvantage on attack rolls and ability checks and cannot take reactions until the end of its next turn. Wis save cancels effect but not damage.
Stone Shape (Trans, A, V/S/M, I, T) - Reshapes a Medium size stone object or 5' cube section of stone.
Stoneskin (Abj, A, V/S/M*, C, 1h, T) - Willing creature has resistance to nonmagical bludgeoning, piercing, and slashing damage.
Wall of Fire (Evo, A, V/S/M, C, 1m, 120') - Fire wall deals 5d8 fire damage to those within. Dex save halves. Continues to damage those within and within 10' for 5d8 fire damage, no save. Upcasting adds +1d8 damage/level.
Fifth Level
Animate Objects (Trans, A, V/S, C, 1m, 120', Trans) - Animates up to ten nonmagical objects. Upcast for +2 objects/level.
Antilife Shell (Abj, A, V/S, C, 1h, S, Abj) - Living creatures cannot pass through 10' radius around you, in/out.
Awaken (Trans, L, V/S/M*, I, T, Trans) - Makes a dumb beast or plant Int 10 and positively inclined towards you.
Banishing Smite (Abj, BA, V, C, 1m, S) - Next attack deals bonus 5d10 force damage, banishing it to its home plane (or a harmless demiplane if it's on its home plane).
Bxxxx's Hand (Evo, A, V/S/M, C, 1m, 120') - Creates a giant hand that can grab, punch, block, and crush things. Upcasting increases the damage of the punch (force) and crushing (bludgeoning) options.
Circle of Power (Abj, A, V, C, 10m, S) - 30' aura provides advantage on saves against spells or magical effects, and half-damage on save becomes no damage on save.
Cloudkill (Conj, A, V/S, C, 10m, 120') - Creates a 20' radius fog which deals 5d8 poison damage, Con save halves. Upcasting increases damage by 1d8/level.
Commune (Div, L, V/S/M, R, 1m, S) - Ask your god three yes-or-no questions.
Commune with Nature (Div, L, V/S, R, I, S) - Gain awareness of the nearest 3 miles (300' underground), so long as those environs are natural.
Cone of Cold (Evo, A, V/S/M, I, S) - 8d8 cold damage to targets in 60' cone, Con save halves damage. Upcasting adds 1d8 damage/level.
Conjure Elemental (Conj, L, V/S/M, C, 1h, 90') - Summons a CR5 or less elemental that obeys your verbal commands, and becomes hostile to you if your concentration is interrupted. Upcasting adds 1 CR to the cap/level.
Conjure Volley (Conj, A, V/S/M*, I, 150') - Duplicate thrown weapon/ammunition, with copies dealing 8d8 damage in a 40' radius/20' height cylinder. Dex save halves. Same damage type as thrown weapon/ammunition.
Contact Other Plane (Div, L, V/S, R, 1m, S) - Ask a powerful being up to five questions, with one word answers. Make a DC 15 Int save or take 6d6 psychic damage and go insane until you take a long rest or have greater restoration cast on you.
Contagion (Necro, A, V/S, 7d, T) - Touched target is afflicted with one of several diseases; 3 succeeded Con saves clears the disease, and 3 failed Con saves lead to it lasting 7 days.
Creation (Ill, L, V/S/M, Sp, 30') - Creates an object fitting in a 5' cube, duration based on quality of matter. Upcasting increases size of cube by 5'/level.
Destructive Wave (Evo, A, V, I, S) - Deals 5d6 thunder damage + 5d6 radiant/necrotic (caster's choice) damage in a 30' radius around yourself to those you pick, and knocks them prone. Con save for half damage, no effect.
Dispel Evil and Good (Abj, A, V/S/M, C, 1m, S) - Celestials, elementals, fey, fiends, and undead have disadvantage on attack rolls. Can end to break charm/fright/possession from such beings on allies, or to try to banish (Cha save prevents) such beings back to their home plane.
Dominate Person (Ench, A, V/S, C, 1m, 60') - Charms a humanoid, letting you telepathically give it commands for the duration. Wis save prevents, and taking damage while charmed prompts a new Wis save. Upcasting increases duration.
Dream (Ill, L, V/S/M, 8h, Sp) - You or someone you touch enters the dream of a target on the same plane, letting them talk to them. If they appear monstrous, they can't say more than ten words, but the target must make a Wis save or take 3d6 psychic damage and lose any benefits of sleep.
Flame Strike (Evo, A, V/S/M, I, 60') - Deals 4d6 fire and 4d6 radiant damage in a 10' radius, 40' height cylinder, Dex save halves. Upcasting adds +1d6 damage/level.
Geas (Ench, V, 30d, 60') - Give a creature that can understand you a magical command, charming them. Acting against the command causes 5d10 psychic damage (once per day) for the duration. Wisdom save stops. Upcasting extends duration.
Greater Restoration (Abj, A, V/S/M*, I, T) - Reduce exhaustion by one or cancel a single instance of a charm, petrification, curse, attunement to a cursed item, ability score reduction, or hit point maximum reduction.
Hallow (Evo, L, V/S/M*, UD, T) - 60' radius area is hallowed, stopping celestials, elementals, fey, fiends, and undead (can exclude creature types) from entering it or charming/frightening/possessing those within. Can also add one of several additional buffs that benefit those within the area.
Hold Monster (Ench, A, V/S/M, C, 1m, 90') - Paralyzes non-undead target, Wis save ends, try again each turn. Upcasting adds +1 target/level.
Insect Plague (Conj, A, V/S/M, C, 10m, 300') - 20' radius sphere deals 4d10 piercing damage to those inside, Con save halves. +1d10 damage/level.
Legend Lore (Div, L, V/S/M*, I, S) - Gives accurate information about a named or described legendary person, place, or object.
Mass Cure Wounds (Conj, A, V/S, I, 60') - Up to 6 creatures in a 30' radius heal 3d8 + spellcasting ability modifier. Upcasting increases by +1d8/level.
Mislead (Ill, A, S, C, 1h, S) - Become invisible and create illusory double; invisibility ends on attack, and double does what you wish. You can see through double as a bonus action instead of own senses.
Modify Memory (Ench, A, V/S, C, 1m, 30') - Charms targeted creature, incapacitating it and making it unaware of its surroundings. Wis save prevents, and advantage on save if you are fighting it. While incapacitated, creature can have memories within 24h adjusted by you talking to it. Upcasting increases maximum age of memory affected.
Passwall (Trans, A, V/S/M, 1h, 30') - Creates an up to 20' deep passage through a wall, ceiling, or floor.
Planar Binding (Abj, L, V/S/M*, 24h, 60') - Binds a celestial, elemental, fey, or fiend into your service for the duration. Cha save at end of casting prevents. Upcasting increases the duration.
Raise Dead (Necro, L, V/S/M*, I, T) - Brings back a dead person who hasn't been dead for longer than ten days.
Rxxx's Telepathic Bond (Div, A, V/S/M, R, 1h, 30') - Allows up to eight willing creatures to communicate telepathically through the bond, without range limit.
Reincarnate (Trans, L, V/S/M*, I, T) - Target deceased humanoid that has been dead no longer than ten days enters a new body, probably of a different race.
Scrying (Div, L, V/S/M*, C, 10m, S) - Lets you see and hear a particular creature on the same plane of existence. Wis save prevents for next 24 hours.
Seeming (Ill, A, V/S, 8h, 30') - Any number of creatures in range are given a new, illusory appearance. Cha save prevents.
Swift Quiver (Trans, BA, V/S/M, C, 1m, T) - Creates endless ammunition and lets you make two attacks with that ammunition as a bonus action.
Telekinesis (Trans, A, V/S, C, 10m, 60') - For duration of spell can move a Huge or smaller creature, or a 1000lbs or less object, switching targets as you wish.
Teleportation Circle (Conj, L, V/M*, 1r, 10') - 10' diameter circle teleports you to a known permanent teleportation circle. It can create a permanent teleportation circle by casting on a specific location every day for a year.
Tree Stride (Conj, A, V/S, C, 1m, S) - Allows you to teleport between trees of the same kind within 500' of each other.
Wall of Force (Evo, A, V/S/M, C, 10m, 120') - Creates an impenetrable wall that stops things from physically passing through and extends into the Ethereal Plane. Dispel magic doesn't work, but disintegrate does.
Wall of Stone (Evo, A, V/S/M, C, 10m, 120') - Creates a wall of stone that can trap people. If concentration is maintained the whole duration, it becomes permanent.
Sixth Level
Arcane Gate (Conj, A, V/S, C, 10m, 500', Conj) - Create two portals that people can walk between.
Blade Barrier (Evo, A, V/S, C, 10m, 90') - Vertical wall of blades cuts creatures for 6d10 slashing damage; Dex save halves damage.
Chain Lightning (Evo, A, V/S/M, I, 150') - Lightning hits one target, then up to 3 additional targets within 30' of them. 10d8 lightning damage, half on Dex save. Upcasting provides an extra secondary target/level.
Circle of Death (Necro, A, V/S/M*, I, 120') - 60' sphere which deals 8d6 necrotic damage, Con save halves. Upcasting increases damage by 2d6/level.
Conjure Fey (Conj, L, V/S, C, 1h, 90') - Summons a CR6 or less fey or CR 6 or less beast that obeys verbal commands, and becomes hostile to you if your concentration is interrupted. Upcasting adds 1 CR to the cap/level.
Contingency (Evo, L, V/S/M*, 10d, S) - Cast a 5th spell or lower with a 1 action casting time that targets you, but it is activated on a predefined trigger within the next ten days. Can only have one contingency at a time.
Create Undead (Necro, L, V/S/M*, I, 10') - Raises up to three ghouls, which obey your orders for 24h unless spell is recast. Upcasting increases number of undead and allows better undead.
Disintegrate (Trans, A, V/S/M, I, 60') - Deals 10d6 + 40 force damage, disintegrates if reduced to 0, Dex save prevents all damage. Instantly disintegrates Large or smaller nonmagical objects/obstacles/creations of magical force, or a 10'x10'x10' cube of larger such things. Upcasting adds 3d6 damage/level.
Dxxxxxx's Instant Summons (Conj, L, V/S/M*, R, UD, T) - Leaves a mark on an object 10lbs or less. You can consume the material component of this spell to summon it to your side instantly, if it is not held or carried by someone.
Eyebite (Necro, A, V/S, C, 1m, S) - While active, can send a single creature within 60' to sleep, into a panic, or sicken it. Can apply to a new creature each round. A successful Wis save stops effect and provides immunity for the duration.
Find the Path (Div, L, V/S/M*, C, 1d, S) - Finds the shortest route to a location you know on the same plane as you.
Flesh to Stone (Trans, A, V/S/M, C, 1m, 60') - Target begins turning to stone, causing it to be restrained; Con save prevents. If restrained, makes Con save each turn, and if it fails three times before succeeding three times, it is petrified; if you keep up concentration until duration ends, the transformation is permanent.
Forbiddance (Abj, L, V/S/M*, R, 1d, T) - 40,000 sqft of space (and 30' up) is warded against teleportation, planar travel, etc. It can also deal 5d10 radiant/necrotic (your choice on casting) damage to celestials, elementals, fey, fiends, and/or undead (your choice on casting) who enter or start their turn in the area.
Globe of Invulnerability (Abj, A, V/S/M, C, 1m, S) - Immobile 10' radius barrier surrounds you, preventing 5th level or lower spells from affecting those inside. Upcasting increases level of spells affected, +1 level/level.
Guards and Wards (Abj, L, V/S/M*, 24h, T) - Ward protects 2500 sqft of floor space, creating a variety of effects within the area.
Harm (Necro, A, V/S, I, 60') - Deals 14d6 necrotic damage, Con save halves. Damage can't reduce HP below 1, but maximum HP are reduced for 1h by the damage taken. Effects which remove disease also work on the lost temporary HP.
Heal (Evo, A, V/S, I, 60') - Target regains 70 hp and is cured of blindness, deafness, and any diseases. Upcasting grants +10 hp/level.
Heroes' Feast (Conj, L, V/S/M*, I, 30') - Summons a feast. After spending an hour eating, those who partake are cured of all diseases and poisons. They also become immune to poison, gain advantage on Wis saves, and gain 2d10 hit point maximum/healing for the next 24 hours.
Magic Jar (Necro, L, V/S/M*, UD, S) - Moves your soul into a container, from which you can possess people if they are within 100' and fail a Cha save.
Mass Suggestion (Ench, A, V/M, 24h, 60') - Up to twelve creatures obey your reasonable-sounding suggestion. Wis save prevents. Upcasting increases duration.
Move Earth (Trans, A, V/S/M, C, 2h, 120') - In upwards of a 40'x40'x40' area, slowly reshape terrain. Can change area targeted once every ten minutes.
Oxxxxxx's Freezing Sphere (Evo, A, V/S/M, I, 300') - Globe explodes in frost in 60' radius sphere and deals 10d6 cold damage, Con save halves. Globe can be thrown/slung normally by self or other, but only lasts 1 minute before exploding otherwise. Upcasting adds +1d6 damage/level.
Oxxx's Irresistible Dance (Ench, A, V, C, 1m, 30') - Targeted creature uses all movement to dance, giving it disadvantage on Dex saves and attack rolls, and giving others advantage on attacks against it. As an action, Wis save ends.
Planar Ally (Conj, L, V/S, I, 60') - Calls upon a powerful otherworldly entity, which sends a celestial, elemental, or fiend to aid you. You are expected to offer some sort of payment in exchange for services.
Programmed Illusion (Ill, V/S/M*, UD, 120') - Creates an illusory object, creature, or other visible phenomenon that activates when a specific condition occurs, playing up to a five minute performance. Resets after ten minutes of dormancy.
Sunbeam (Evo, A, V/S/M, C, 1m, S) - 60' line inflicts 6d8 radiant damage and blinds, Con save halves. Can change direction of line as your action.
Transport via Plants (Conj, A, V/S, 1r, 10') - Allows people to teleport via a Large or larger inanimate plant to another plant you have seen or touched for the duration.
True Seeing (Div, A, V/S/M*, 1h, T) - Grants target truesight, secret door detection, and ability to see into Ethereal Plane for 120'.
Wall of Ice (Evo, A, V/S/M, C, 10m, 120') - Creates a wall of ice on a solid surface, dealing 10d6 cold damage to those caught inside, Dex save halves. Can be destroyed. Moving through the frigid air means you take 5d6 cold damage, Con save halves. Upcasting increases the damage by +2d6 for initial, +1d6 for later/level.
Wall of Thorns (Conj, A, V/S/M, C, 10m, 120') - Creates a wall of thorns that deals 7d8 piercing to those trapped inside, Dex save halves. Creatures can move through, but movement speed is one fourth and the creature takes 7d8 slashing damage, Dex save halves. Upcasting increases both types of damage by +1d8/level.
Wind Walk (Trans, L, V/S/M, 8h, 30') - You and up to ten creatures take on a gaseous form, which grants a flying speed of 300' and resistance to damage from nonmagical weapons, but can't take actions other than move, Dash, and revert to its original form.
Word of Recall (Conj, A, V, I, 5') - You and up to five willing creatures teleport to a previously designated sanctuary such as a temple to your deity.
Seventh Level
Conjure Celestial (Conj, L, V/S, C, 1h, 90') - Summons a CR4 or less celestial that obeys verbal commands that don't conflict with its alignment. Upcasting at 9th level allows a CR5 or less celestial.
Delayed Blast Fireball (Evo, A, V/S/M, C, 1m, 150') - Creates an undetonated fireball that deals 12d6 fire damage in a 20' radius, +1d6 per round it isn't detonated, Dex save halves. Explodes after 1 minute/10 rounds, or when concentration is broken. Upcasting adds +1d6 base damage/level.
Divine Word (Evo, BA, V, I, 30') - Creatures that can hear you suffer increasing negative effects (starting with deafening, adding blinding, then stunning, then killing) based on current hit points, if they fail a Cha save. Celestials, elementals, fey, and fiends are forced back to their home plane if they fail their save, regardless of current hit points.
Etherealness (Trans, A, V/S, 8h, S) - Enter the Border Ethereal until you leave. You can see, but not interact with, the material plane up to 60', and otherwise move in all directions. Upcasting lets you bring +2/+5 willing creatures/level with you.
Finger of Death (Necro, A, V/S, I, 60') - Target takes 7d8+30 necrotic damage, Con save halves. Humanoids killed this way rise as a zombie under your permanent command.
Fire Storm (Evo, A, V/S, I, 150') - Creates an area of ten 10' cubes, which deal 7d10 fire damage to all within, Dex save halves.
Forcecage (Evo, A, V/S/M*, 1h, 100') - An immobile, invisible prison surrounds up to 20'x20'x20' cage, or 10'x10'x10' for a completely sealed box. Creatures inside can't escape without magic, and escaping with magic requires a Cha save. Immune to dispel magic.
Mirage Arcane (Ill, L, V/S, 10d, Sight), Terrain in up to 1 mile square looks, sounds, smells, and feels like a different terrain.
Mxxxxxxxxxxx's Magnificent Mansion (Conj, L, V/S/M*, 24h, 300') - Creates an elaborate extradimensional dwelling, with a 5'x10' entrance, which you can open or close while within 30'. It has 100 people's worth of food and 100 near-transparent servants.
Mxxxxxxxxxxx's Sword (Evo, A, V/S/M*, C, 1m, 60') - Sword-shaped plane of force deals 3d10 force damage, can be moved 20' as a bonus action to attack again.
Plane Shift (Conj, A, V/S/M*, I, T) - You and eight others are transported to another plane of your choice. Can be used as a melee spell attack, Cha save prevents.
Prismatic Spray (Evo, A, V/S, I, Self) - Targets in a 60' cone are struck by magical multicolored rays of light, typically dealing 10d6 damage of a random type. Dex save halves damage.
Project Image (Ill, A, V/S/M*, C, 1d, 500mi) - Illusory copy of yourself created within range, which can move and act at your command. Can see through its senses or yours, but not both.
Regenerate (Trans, L, V/S/M, 1h, T) - Target regains 4d8 + 15 hit points, and recovers 1 hit point per turn, and regenerates severed extremities after two minutes.
Resurrection (Necro, L, V/S/M*, I, T) - Dead creature that did not die of old age and died within the past century is brought back to life.
Reverse Gravity (Trans, A, V/S/M, C, 1m, 100') - 50' radius 100' cylinder has reversed gravity.
Sequester (Trans, A, V/S/M*, UD, T) - Touched target becomes invisible, impossible to target or perceive by divination. Target also falls into a state of suspended animation until the spell ends. You may set a special condition for it ending.
Simulacrum (Ill, L, V/S/M*, UD, T) - Illusory duplicate has no equipment and half health, but otherwise same game stats as base creature. It is friendly and obeys your spoken commands, but cannot learn or regain spell slots. Casting again kills current duplicates.
Symbol (Abj, V/S/M*, UD, T) - Harmful glyph inflicts one of a variety of effects within a 60' radius sphere for 10 minutes when triggered.
Teleport (Conj, A, V, I, 10') - Instantly transports you and up to eight other willing creatures to a destination you know on the same plane of existence.
Eighth Level
Animal Shapes (Trans, A, V/S, C, 24h, 30', Trans) - Transforms willing targets within range into CR 4- Large or smaller beasts.
Antimagic Field (Abj, A, V/S/M, C, 1h, S, Abj) - All magic ceases to function within a 10' radius of you.
Antipathy/Sympathy (Ench, L, V/S/M, 10d, 60', Ench) - An enchanted object or area attracts or repels creatures of a particular type.
Clone (Necro, L, V/S/M*, I, T) - Creates a clone, with the process finishing after 120 days. If the original dies, their soul inhabits the new body, effectively resurrecting them immediately.
Control Weather (Trans, L, V/S/M, C, 8h, S) - Changes weather conditions within a 5mi radius.
Demiplane (Conj, A, S, 1h, 60') - Creates a door to a demiplane, a 30'x30'x30' empty room; the door lasts an hour, but the demiplane exists indefinitely. You can open a new door to the same demiplane, a new one, or one another caster made that you know about.
Dominate Monster (Ench, A, V/S, C, 1h, 60') - Charms a creature, letting you telepathically give it commands for the duration. Wis save prevents, and taking damage while charmed prompts a new Wis save. Upcasting increases duration.
Earthquake (Evo, A, V/S/M, C, 1m, 500') - Shaking ground creates 100' radius difficult terrain, and breaks Concentration without a Con save. Each round, creatures in region must make Dex save or be knocked prone. Knocks down structures and creates fissures at DM's discretion.
Feeblemind (Ench, A, V/S/M, I, 150') - Target takes 4d6 psychic damage. It must also make an Int save or have Int and Cha set to 1, and lose the ability to activate magic items, cast spells, understand language, or communicate. Can attempt Int save again once every 30 days to clear the effect.
Glibness (Trans, A, V, 1h, S) - Replace any rolled Charisma check with a 15, and overpowers truth-telling magic.
Holy Aura (A, V/S/M*, C, 1m, S) - Creatures you choose within 30' of you gain advantage on all saves, and other creatures have disadvantage on attacks against them. Additionally, fiends and undead that attack an affected creature are blinded unless they make a Con save.
Incendiary Cloud (Conj, A, V/S, C, 1m, 150') - 20' radius sphere deals 10d8 fire damage to those inside, Dex save halves. Moves 10' away from you each turn.
Maze (Conj, A, V/S, C, 10m, 60') - Tosses creature into a labyrinthine demiplane, which they can only escape by making a DC 20 Int check as an action.
Mind Blank (Abj, A, V/S, 24h, T) - Touched creature is immune to psychic damage, emotion or thought-detecting effects, divination in general, and the charmed condition.
Power Word Stun (Ench, A, V, I, 60') - Target creature with fewer than 150 hit points is stunned. Repeatable Con save at end of its turn ends this effect.
Sunburst (Evo, A, V/S/M, I, 150') - Deals 12d6 radiant damage and blinds within a 60' radius. Con save halves and prevents blinding. Blinded creatures can make fresh Con saves at the end of their turns to clear blindness.
Telepathy (Evo, A, V/S/M, 24h, Unlimited) - Creates a telepathic link between you and another creature on the same plane.
Tsunami (Conj, L, V/S, C, 6r, Sight) - 300'x300'x50' wall of water, which deals 6d10 bludgeoning damage to those within its area at creation, Str save halves. Wall moves away 50'/round, losing 50' of height/round and dealing 5d10 bludgeoning damage (reducing 1d10/round) to those struck, Str save prevents damage.
Ninth Level
Astral Projection (Necro, L, V/S/M*, Sp, 10', Necro) - Project yourself and up to eight creatures into the Astral Plane.
Foresight (Div, L, V/S/M, 8h, T) - Touched creature cannot be surprised, has advantage on attack rolls, ability checks, and saving throws; other creatures have disadvantage on attack rolls for duration. Can only be active on one creature at a time.
Gate (Conj, A, V/S/M*, C, 1m, 60') - Creates a 5' to 20' diameter portal to another plane. Can target a creature on another plane whose name you know.
Imprisonment (Abj, V/S/M*, UD, 30') - Target is magically imprisoned in a manner you choose, making them impossible to perceive or locate by divination, and immune to hunger, thirst, asphyxiation, and age. A successful Wis save grants permanent immunity. You can specify a condition that will cause the spell to end and release the target.
Mass Heal (Conj, A, V/S, I, 60') - Restores up to 700 hit points across any creatures within range. Creatures healed are cured of all diseases and blindness and deafness.
Meteor Swarm (Evo, A, V/S, I, 1mi) - Creates four 40' radius spheres, all creatures within take 20d6 fire and 20d6 bludgeoning damage, Dex save halves.
Power Word Heal (Evo, A, V/S, I, T) - Target regains all hit points, and stops being charmed, frightened, paralyzed, or stunned.
Power Word Kill (Ench, A, V, I, 60') - Target creature with less than 100 hit points instantly dies.
Prismatic Wall (Abj, A, V/S, 10m, 60') - 90'x30' wall or 30' sphere briefly blinds those within 20' (Con save halves), and those who pass through it take up to 50d6 damage of various types, Dex save halves 10d6 each time, and are restrained and blinded, unless they have begun breaking down the wall other ways. You can designate yourself and allies as immune to these effect.
Shapechange (Trans, A, V/S/M*, C, 1h, S) - You transform into another creature, replacing game stats besides Int, Wis, Cha, and alignment.
Storm of Vengeance (Conj, A, V/S, C, 1m, Sight) - Creates a 360' radius storm, which inflicts a variety of damage and effect over the duration. Immediately causes 2d6 thunder damage and five minute deafening for those within area who fail Con save.
Time Stop (Trans, A, V, I, S) - You can take 1d4+1 turns in a row, but cannot affect a creature other than you or an object being worn or carried.
True Polymorph (Trans, A, V/S/M, C, 1h, 30') - Transforms a creature into a different creature, into an object, or an object into a creature. Shapechangers aren't affected, and unwilling creatures may make a Wis save.
True Resurrection (Necro, L, V/S/M*, I, T) - Resurrects a creature that has been dead for less than 200 years, even if the body is destroyed.
Weird (Ill, A, V/S, C, 1m, 120') - In a 30' radius sphere, creatures are overcome by their deepest fears and become frightened, Wis save prevents. At the start of the frightened creatures' turns, they take 4d10 psychic damage, Wis save ends.
Wish (Conj, A, V, I, S) - Duplicates any 8th level or lower spell, or a wide variety of other effects, or a custom wish that may be creatively interpreted by the DM. Afterwards, you are excruciatingly stressed/exhausted, and there is a 33% chance you will never be able to cast wish again.
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