GUIDANCE LIGHT
CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, M 1 hour
minute
a Þreßy or phosphorescent moss
You touch one willing creature. Once before the
spell ends, the target can roll a d4 and add the You touch one object that is no larger than 10
number rolled to one ability check of its choice. feet in any dimension. Until the spell ends, the
It can roll the die before or after making the object sheds bright light in a 20-foot radius and
ability check. The spell then ends. dim light for an additional 20 feet. The light can
be colored as you like. Completely covering the
object with something opaque blocks the light.
The spell ends if you cast it again or dismiss it as
an action.
If you target an object held or worn by a hostile
creature, that creature must succeed on a
Dexterity saving throw to avoid the spell.
Cleric Divination cantrip Cleric Evocation cantrip
RESISTANCE SACRED FLAME
CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous
minute
Flame-like radiance descends on a creature that
a miniature cloak you can see within range. The target must
You touch one willing creature. Once before the succeed on a Dexterity saving throw or take 1d8
spell ends, the target can roll a d4 and add the radiant damage. The target gains no beneÞt from
number rolled to one saving throw of its choice. cover for this saving throw.
It can roll the die before or after the saving The spell's damage increases by 1d8 when you
throw. The spell then ends. reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Cleric Abjuration cantrip Cleric Evocation cantrip
THAUMATURGY PROTECTION FROM ENERGY
CASTING TIME RANGE CASTING TIME RANGE
1 action Touch
1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1
V Up to 1 minute hour
You manifest a minor wonder, a sign of For the duration, the willing creature you touch
supernatural power, within range. You create has resistance to one damage type of your
one of the following magical effects within range. choice: acid, cold, Þre, lightning, or thunder.
• Your voice booms up to three times as loud as
normal for 1 minute.
¥ You cause ßames to ßicker, brighten, dim, or
change color for 1 minute.
• You cause harmless tremors in the ground for 1
minute.
• You create an instantaneous sound that
originates from a point of your choice within
range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or
window to ßy open or slam shut.
• You alter the appearance of your eyes for 1
minute.
If you cast this spell multiple times, you can have
up to three of its 1-minute effects active at a
time, and you can dismiss such an effect as an
action.
Cleric Transmutation cantrip Wizard 3rd level Abjuration
BLESS BURNING HANDS
CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Self (15-foot cone)
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous
minute
As you hold your hands with thumbs touching
a sprinkling of holy water and Þngers spread, a thin sheet of ßames shoots
You bless up to three creatures of your choice forth from your outstretched Þngertips. Each
within range. Whenever a target makes an attack creature in a 15-foot cone must make a
roll or a saving throw before the spell ends, the Dexterity saving throw. A creature takes 3d6 Þre
target can roll a d4 and add the number rolled to damage on a failed save, or half as much damage
the attack roll or saving throw. on a successful one.
At Higher Levels: When you cast this spell The Þre ignites any ßammable objects in the area
using a spell slot of 2nd level or higher, you can that aren't being worn or carried.
target one additional creature for each slot level At Higher Levels: When you cast this spell
above 1st. using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level
above 1st.
Cleric (*)(Life) 1st level Enchantment Cleric (Light) 1st level Evocation
COMMAND [1/2] COMMAND [2/2]
CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V 1 round V 1 round
You speak a one-word command to a creature you can one additional creature for each slot level above
see within range. The target must succeed on a 1st. The creatures must be within 30 feet of each
Wisdom saving throw or follow the command on its other when you target them.
next turn. The spell has no effect if the target is
undead, if it doesn't understand your language, or if
your command is directly harmful to it.
Some typical commands and their effects follow.
You might issue a command other than one described
here. If you do so, the DM determines how the target
behaves. If the target can't follow your command, the
spell ends.
Approach: The target moves toward you by the
shortest and most direct route, ending its turn if it
moves within 5 feet of you.
Drop: The target drops whatever it is holding and then
ends its turn.
Flee: The target spends its turn moving away from
you by the fastest available means.
Grovel: The target falls prone and then ends its turn.
Halt: The target doesn't move and takes no actions. A
ßying creature stays aloft, provided that it is able to do
so. If it must move to stay aloft, it ßies the minimum
distance needed to remain in the air.
At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, you can affect
Cleric (*)(Knowledge) 1st level Enchantment Cleric (*)(Knowledge) 1st level Enchantment
CURE WOUNDS DETECT MAGIC (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Concentration, up to 10
minutes
A creature you touch regains a number of hit
points equal to 1d8 + your spellcasting ability For the duration, you sense the presence of
modiÞer. This spell has no effect on undead or magic within 30 feet of you. If you sense magic in
constructs. this way, you can use your action to see a faint
At Higher Levels: When you cast this spell aura around any visible creature or object in the
using a spell slot of 2nd level or higher, the area that bears magic, and you learn its school of
healing increases by 1d8 for each slot level magic, if any.
above 1st. The spell can penetrate most barriers, but is
blocked by 1 foot of stone, 1 inch of common
metal, a thin sheet of lead, or 3 feet of wood or
dirt.
Cleric (*)(Life) 1st level Evocation Cleric (*)(Arcana) 1st level Divination
GUIDING BOLT HEALING WORD
CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S 1 round V Instantaneous
A ßash of light streaks toward a creature of your A creature of your choice that you can see within
choice within range. Make a ranged spell attack range regains hit points equal to 1d4 + your
against the target. On a hit, the target takes 4d6 spellcasting ability modiÞer. This spell has no
radiant damage, and the next attack roll made effect on undead or constructs.
against this target before the end of your next At Higher Levels: When you cast this spell
turn has advantage, thanks to the mystical dim using a spell slot of 2nd level or higher, the
light glittering on the target until then. healing increases by 1d4 for each slot level
At Higher Levels: When you cast this spell above 1st.
using a spell slot of 2nd level or higher, the
damage increases by 1d6 for each slot level
above 1st.
Cleric 1st level Evocation Cleric 1st level Evocation
INFLICT WOUNDS PRAYER OF HEALING
CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 10 minutes 30 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V Instantaneous
Make a melee spell attack against a creature you Up to six creatures of your choice that you can
can reach. On a hit, the target takes 3d10 see within range each regain hit points equal to
necrotic damage. 2d8 + your spellcasting ability modiÞer. This
At Higher Levels: When you cast this spell spell has no effect on undead or constructs.
using a spell slot of 2nd level or higher, the At Higher Levels: When you cast this spell
damage increases by 1d10 for each slot level using a spell slot of 3rd level or higher, the
above 1st. healing increases by 1d8 for each slot level
above 2nd.
Cleric 1st level Necromancy Cleric 2nd level Evocation
SANCTUARY SHIELD OF FAITH
CASTING TIME RANGE CASTING TIME RANGE
1 bonus action 30 feet 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 minute V, S, M Concentration, up to 10
minutes
a small silver mirror
a small parchment with a bit of holy text written on it
You ward a creature within range against attack.
Until the spell ends, any creature who targets A shimmering Þeld appears and surrounds a
the warded creature with an attack or a harmful creature of your choice within range, granting it
spell must Þrst make a Wisdom saving throw. On a +2 bonus to AC for the duration.
a failed save, the creature must choose a new
target or lose the attack or spell. This spell
doesn't protect the warded creature from area
effects, such as the explosion of a Þreball.
If the warded creature makes an attack or casts a
spell that affects an enemy creature, this spell
ends.
Cleric 1st level Abjuration Cleric (*)(War) 1st level Abjuration
AID AUGURY (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 minute Self
COMPONENTS DURATION COMPONENTS DURATION
V, S, M 8 hours V, S, M Instantaneous
a tiny strip of white cloth specially marked sticks, bones, or similar tokens worth at least 25
gp
Your spell bolsters your allies with toughness
and resolve. Choose up to three creatures within By casting gem-inlaid sticks, rolling dragon bones,
range. Each target's hit point maximum and laying out ornate cards, or employing some other
current hit points increase by 5 for the duration. divining tool, you receive an omen from an
otherworldly entity about the results of a speciÞc
At Higher Levels: When you cast this spell course of action that you plan to take within the next
using a spell slot of 3rd level or higher, a target's 30 minutes. The DM chooses from the following
hit points increase by an additional 5 for each possible omens.
slot level above 2nd. • Weal, for good results
• Woe, for bad results
• Weal and woe, for both good and bad results
• Nothing, for results that aren't especially good or
bad
The spell doesn't take into account any possible
circumstances that might change the outcome, such as
the casting of additional spells or the loss or gain of a
companion.
If you cast the spell two or more times before
completing your next long rest, there is a cumulative
25 percent chance for each casting after the Þrst that
you get a random reading. The DM makes this roll in
secret.
Cleric 2nd level Abjuration Cleric (*)(Knowledge) 2nd level Divination
HOLD PERSON LESSER RESTORATION
CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Instantaneous
minute
You touch a creature and can end either one
a small, straight piece of iron disease or one condition afßicting it. The
Choose a humanoid that you can see within condition can be blinded, deafened, paralyzed, or
range. The target must succeed on a Wisdom poisoned.
saving throw or be paralyzed for the duration. At
the end of each of its turns, the target can make
another Wisdom saving throw. On a success, the
spell ends on the target.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, you can
target on additional humanoid for each slot level
above 2nd. The humanoids must be within 30
feet of each other when you target them.
Cleric 2nd level Enchantment Cleric (*)(Life) 2nd level Abjuration
SILENCE (RITUAL) SPIRITUAL WEAPON
CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S 1 minute
minutes
You create a ßoating, spectral weapon within
For the duration, no sound can be created within range that lasts for the duration or until you cast
or pass through a 20-foot-radius sphere this spell again. When you cast the spell, you can
centered on a point you choose within range. make a melee spell attack against a creature
Any creature or object entirely inside the sphere within 5 feet of the weapon. On a hit, the target
is immune to thunder damage, and creatures are takes force damage equal to 1d8 + your
deafened while entirely inside it. Casting a spell spellcasting ability modiÞer.
that includes a verbal component is impossible As a bonus action on your turn, you can move the
there. weapon up to 20 feet and repeat the attack
against a creature within 5 feet of it.
The weapon can take whatever form you choose.
Clerics of deities who are associated with a
particular weapon (as St. Cuthbert is known for
his mace and Thor for his hammer) make this
spell's effect resemble that weapon.
At Higher Levels: When you cast this spell
using a spell slot 3rd level of or higher, the
damage increases by 1d8 for every two slot
levels above the 2nd.
Cleric 2nd level Illusion Cleric (*)(War)(Life) 2nd level Evocation
WARDING BOND BEACON OF HOPE
CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Concentration, up to 1
minute
a pair of platinum rings worth at least 50 gp each, which you and
target must wear for the duration This spell bestows hope and vitality. Choose any
This spell wards a willing creature you touch and number of creatures within range. For the
duration, each target has advantage on Wisdom
creates a mystic connection between you and saving throws and death saving throws, and
the target until the spell ends. While the target is regains the maximum number of hit points
within 60 feet of you, it gains a +1 bonus to AC possible from any healing.
and saving throws, and it has resistance to all
damage. Also, each time it takes damage, you
take the same amount of damage.
The spell ends if you drop to 0 hit points or if you
and the target become separated by more than
60 feet. It also ends if the spell is cast again on
either of the connected creatures. You can also
dismiss the spell as an action.
Cleric (Peace) 2nd level Abjuration Cleric (*)(Life) 3rd level Abjuration
DISPEL MAGIC MASS HEALING WORD
CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V Instantaneous
Choose any creature, object, or magical effect As you call out words of restoration, up to six
within range. Any spell of 3rd level or lower on creatures of your choice that you can see within
the target ends. For each spell of 4th level or range regain hit points equal to 1d4 + your
higher on the target, make an ability check using spellcasting ability modiÞer. This spell has no
your spellcasting ability. The DC equals 10 + the effect on undead or constructs.
spell's level. On a successful check, the spell At Higher Levels: When you cast this spell
ends. using a spell slot of 4th level or higher, the
At Higher Levels: When you cast this spell healing increases by 1d4 for each slot level
using a spell slot of 4th level or higher, you above 3rd.
automatically end the effects of a spell on the
target if the spell's level is equal to or less than
the level of the spell slot you used.
Cleric (*)(Trickery)(Arcana) 3rd level Abjuration Cleric 3rd level Evocation
PROTECTION FROM ENERGY REVIVIFY
CASTING TIME RANGE CASTING TIME RANGE
1 action Touch
1 action Touch
COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1
hour V, S, M Instantaneous
diamonds worth 300 gp, which the spell consumes
For the duration, the willing creature you touch
has resistance to one damage type of your You touch a creature that has died within the last
choice: acid, cold, Þre, lightning, or thunder. minute. That creature returns to life with 1 hit
point. This spell can't return to life a creature
that has died of old age, nor can it restore any
missing body parts.
Cleric (*)(Forge) 3rd level Abjuration Cleric (*)(Life)(Grave) 3rd level Necromancy
SPIRIT GUARDIANS DANCING LIGHTS
CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot-radius) 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 1
minutes minute
a holy symbol You create up to four torch-sized lights within
You call forth spirits to protect you. They ßit range, making them appear as torches, lanterns,
around you to a distance of 15 feet for the or glowing orbs that hover in the air for the
duration. If you are good or neutral, their duration. You can also combine the four lights
spectral form appears angelic or fey (your into one glowing vaguely humanoid form of
choice). If you are evil, they appear Þendish. Medium size. Whichever form you choose, each
When you cast this spell, you can designate any light sheds dim light in a 10-foot radius.
number of creatures you can see to be As a bonus action on your turn, you can move the
unaffected by it. An affected creature's speed is lights up to 60 feet to a new spot within range. A
halved in the area, and when the creature enters light must be within 20 feet of another light
the area for the Þrst time on a turn or starts its created by this spell, and a light winks out if it
turn there, it must make a Wisdom saving throw. exceeds the spell's range.
On a failed save, the creature takes 3d8 radiant
damage (if you are good or neutral) or 3d8
necrotic damage (if you are evil). On a successful
save, the creature takes half as much damage.
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the
damage increases by 1d8 for each slot level
above 3rd.
Cleric (*)(War) 3rd level Conjuration Wizard Evocation cantrip
MAGE HAND PRESTIDIGITATION
CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 10 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute V, S Up to 1 hour
A spectral, ßoating hand appears at a point you This spell is a minor magical trick that novice
choose within range. The hand lasts for the spellcasters use for practice. You create one of the
duration or until you dismiss it as an action. The following magical effects within range.
hand vanishes if it is ever more than 30 feet ¥ You create an instantaneous, harmless sensory
away from you or if you cast this spell again. effect, such as a shower of sparks, a puff of wind, faint
You can use your action to control the hand. You musical notes, or an odd odor.
¥ You instantaneously light or snuff out a candle, a
can use the hand to manipulate an object, open torch, or a small campÞre.
an unlocked door or container, stow or retrieve ¥ You instantaneously clean or soil an object no larger
an item from an open container, or pour the than 1 cubic foot.
contents out of a vial. You can move the hand up ¥ You chill, warm, or ßavor up to 1 cubic foot of
to 30 feet each time you use it. nonliving material for 1 hour.
The hand can't attack, activate magical items, or ¥ You make a color, a small mark, or a symbol appear
carry more than 10 pounds. on an object or a surface for 1 hour.
¥ You create a nonmagical trinket or an illusory image
that can Þt in your hand and that lasts until the end of
your next turn.
If you cast this spell multiple times, you can have up to
three of its non-instantaneous effects active at a time,
and you can dismiss such an effect as an action.
Wizard Conjuration cantrip Wizard Transmutation cantrip
RAY OF FROST SHOCKING GRASP
CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous
A frigid beam of blue-white light streaks toward Lightning springs from your hand to deliver a
a creature within range. Make a ranged spell shock to a creature you try to touch. Make a
attack against the target. On a hit, it takes 1d8 melee spell attack against the target. You have
cold damage, and its speed is reduced by 10 feet advantage on the attack roll if the target is
until the start of your next turn. wearing armor made of metal. On a hit, the
The spell's damage increases by 1d8 when you target takes 1d8 lightning damage, and it can't
reach 5th level (2d8), 11th level (3d8), and 17th take reactions until the start of its next turn.
level (4d8). The spell's damage increases by 1d8 when you
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Wizard Evocation cantrip Wizard Evocation cantrip
BURNING HANDS CHARM PERSON
CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cone) 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 hour
As you hold your hands with thumbs touching You attempt to charm a humanoid you can see
and Þngers spread, a thin sheet of ßames shoots within range. It must make a Wisdom saving
forth from your outstretched Þngertips. Each throw, and does so with advantage if you or your
creature in a 15-foot cone must make a companions are Þghting it. If it fails the saving
Dexterity saving throw. A creature takes 3d6 Þre throw, it is charmed by you until the spell ends or
damage on a failed save, or half as much damage until you or your companions do anything
on a successful one. harmful to it. The charmed creature regards you
The Þre ignites any ßammable objects in the area as a friendly acquaintance. When the spell ends,
that aren't being worn or carried. the creature knows it was charmed by you.
At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the using a spell slot of 2nd level or higher, you can
damage increases by 1d6 for each slot level target one additional creature for each slot level
above 1st. above 1st. The creatures must be within 30 feet
of each other when you target them.
Wizard 1st level Evocation Wizard 1st level Enchantment
COMPREHEND LANGUAGES (RITUAL) DETECT MAGIC (RITUAL)
CASTING TIME RANGE CASTING TIME RANGE
1 action Self
1 action Self
COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour
V, S Concentration, up to 10
a pinch of soot and salt minutes
For the duration, you understand the literal For the duration, you sense the presence of
meaning of any spoken language that you hear. magic within 30 feet of you. If you sense magic in
You also understand any spoken language that this way, you can use your action to see a faint
you hear. You also understand any written aura around any visible creature or object in the
language that you see, but you must be touching area that bears magic, and you learn its school of
the surface of which the words are written. It magic, if any.
takes about 1 minute to read one page of text. The spell can penetrate most barriers, but is
This spell doesn't decode secret messages in a blocked by 1 foot of stone, 1 inch of common
text or glyph, such as an arcane sigil, that isn't metal, a thin sheet of lead, or 3 feet of wood or
part of a written language. dirt.
Wizard 1st level Divination Wizard 1st level Divination
BLUR DARKNESS
CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, M Concentration, up to 10
minute minutes
Your body becomes blurred, shifting and bat fur and a drop of pitch or piece of coal
wavering to all who can see you. For the
duration, any creature has disadvantage on Magical darkness spreads from a point you
attack rolls against you. An attacker is immune choose within range to Þll a 15-foot radius
to this effect if it doesn't rely on sight, as with sphere for the duration. The darkness spreads
blindsight, or can see through illusions, as with around corners. A creature with darkvision can't
truesight. see through this darkness, and nonmagical light
can't illuminate it.
If the point you choose is on an object you are
holding or one that isn't being worn or carried,
the darkness emanates from the object and
moves with it. Completely covering the source of
the darkness with an opaque object, such as a
bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of
light created by a spell of or lower, the spell that
created the light is dispelled.
Wizard 2nd level Illusion Wizard 2nd level Evocation
SHIELD SLEEP
CASTING TIME RANGE CASTING TIME RANGE
1 reaction Self 1 action 90 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S 1 round V, S, M 1 minute
An invisible barrier of magical force appears and a pinch of Þnd sand, rose petals, or a cricket
protects you. Until the start of your next turn, This spell sends creatures into a magical slumber. Roll
you have a +5 bonus to AC, including against the 5d8, the total is how many hit points of creatures this
triggering attack, and you take no damage from spell can affect. Creatures within 20 feet of a point
magic missile. you choose within range are affected in ascending
order of their current hit points (ignoring unconscious
creatures).
Starting with the creature that has the lowest current
hit points, each creature affected by this spell falls
unconscious until the spell ends, the sleeper takes
damage, or someone uses an action to shake or slap
the sleeper awake. Subtract each creature's hit points
from the total before moving on to the creature with
the next lowest hit points. A creature's hit points must
be equal to or less than the remaining total for that
creature to be affected.
Undead and creatures immune to being charmed
aren't affected by this spell.
At Higher Levels: When you cast this spell using a
spell slot of 2nd level or higher, roll an additional 2d8
for each slot level above 1st.
Wizard 1st level Abjuration Wizard 1st level Enchantment
1st level Evocation Wizard
THUNDERWAVE
CASTING TIME RANGE
1 action Self (15-foot cube)
COMPONENTS DURATION
V, S Instantaneous
A wave of thunderous force sweeps out from
you. Each creature in a 15-foot cube originating
from you must make a Constitution saving
throw. On a failed save, a creature takes 2d8
thunder damage and is pushed 10 feet away
from you. On a successful save, the creature
takes half as much damage and isn't pushed. creates one more dart for each slot above 1st.
In addition, unsecured objects that are using a spell slot of 2nd level or higher, the spell
completely within the area of effect are
automatically pushed 10 feet away from you by
At Higher Levels: When you cast this spell
one creature or several.
the spell's effect, and the spell emits a simultaneously and you can direct them to hit
thunderous boom audible out to 300 feet. damage to its target. The darts all strike
At Higher Levels: When you cast this spell can see within range. A dart deals 1d4+1 force
using a spell slot of 2nd level or higher, the Each dart hits a creature of your choice that you
damage increases by 1d8 for each slot level You create three glowing darts of magical force.
above 1st.
Instantaneous V, S
DURATION COMPONENTS
120 feet 1 action
RANGE CASTING TIME
MAGIC MISSILE
Wizard 1st level Evocation
1st level Abjuration Wizard 1st level Divination Wizard
currently affecting it.
casting, you learn what spells, if any, are
If you instead touch a creature throughout the
which spell created it.
are. If the item was created by a spell, you learn
any spells are affecting the item and what they
the spell as an action. many charges it has, if any. You learn whether
ends it if the target dons armor or if you dismiss whether it requires attunement to use, and how
becomes 13 + its Dexterity modiÞer. The spell learn its properties and how to use them,
it until the spell ends. The target's base AC item or some other magic-imbued object, you
armor, and a protective magical force surrounds throughout the casting of the spell. If it is a magic
You touch a willing creature who isn't wearing You choose one object that you must touch
a piece of cured leather a pearl worth at least 100 gp and an owl feather
8 hours V, S, M Instantaneous V, S, M
DURATION COMPONENTS DURATION COMPONENTS
Touch 1 action Touch 1 minute
RANGE CASTING TIME RANGE CASTING TIME
MAGE ARMOR IDENTIFY (RITUAL)
FLAMING SPHERE HOLD PERSON
CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute
a bit of tallow, a pinch of brimstone, and a dusting of powdered a small, straight piece of iron
iron
Choose a humanoid that you can see within
A 5-foot-diameter sphere of Þre appears in an range. The target must succeed on a Wisdom
unoccupied space of your choice within range and saving throw or be paralyzed for the duration. At
lasts for the duration. Any creature that ends its turn the end of each of its turns, the target can make
within 5 feet of the sphere must make a Dexterity
saving throw. The creature takes 2d6 Þre damage on a another Wisdom saving throw. On a success, the
failed save, or half as much damage on a successful spell ends on the target.
one. At Higher Levels: When you cast this spell
As a bonus action, you can move the sphere up to 30 using a spell slot of 3rd level or higher, you can
feet. If you ram the sphere into a creature, that target on additional humanoid for each slot level
creature must make the saving throw against the above 2nd. The humanoids must be within 30
sphere's damage, and the sphere stops moving this feet of each other when you target them.
turn.
When you move the sphere, you can direct it over
barriers up to 5 feet tall and jump it across pits up to
10 feet wide. The sphere ignites ßammable objects
not being worn or carried, and it sheds bright light in a
20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a
spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.
Wizard 2nd level Conjuration Wizard 2nd level Enchantment
2nd level Enchantment Wizard
INVISIBILITY
CASTING TIME RANGE
1 action Touch
COMPONENTS DURATION
V, S, M Concentration, up to 1
hour
an eyelash encased in gum arabic
A creature you touch becomes invisible until the
spell ends. Anything the target is wearing or
carrying is invisible as long as it is on the target's
person. The spell ends for a target that attacks or
casts a spell.
At Higher Levels: When you cast this spell
using a spell slot of 3rd level or higher, you can
target one additional creature for each slot level
target, the spell ends.
above 2nd.
If you or any of your companions damage the
performed.
oil
a snake's tongue and either a bit of honeycomb or a drop of sweet
hours
Concentration, up to 8 V, M
DURATION COMPONENTS
30 feet 1 action
RANGE CASTING TIME
SUGGESTION [2/2]
Wizard 2nd level Illusion
2nd level Enchantment Wizard 2nd level Transmutation Wizard
before the spell expires, the activity isn't
Þrst beggar she meets. If the condition isn't met
might suggest that a knight give her warhorse to the
special activity during the duration. For example, you
You can also specify conditions that will trigger a
was asked to do.
time, the spell ends when the subject Þnishes what it
If the suggested activity can be completed in a shorter
course of action can continue for the entire duration.
described to the best of its ability. The suggested
failed save, it pursues the course of action you
The target must make a Wisdom saving throw. On a
obviously harmful act ends the spell.
itself onto a spear, immolate itself, or do some other
reasonable. Asking the creature to stab itself, throw
manner as to make the course of action sound speed.
effect. The suggestion must be worded in such a also gains a climbing speed equal to its walking
Creatures that can't be charmed are immune to this ceilings, while leaving its hands free. The target
within range that can hear and understand you.
or two) and magically inßuence a creature you can see across vertical surfaces and upside down along
You suggest a course of activity (limited to a sentence touch gains the ability to move up, down, and
Until the spell ends, one willing creature you
oil
a snake's tongue and either a bit of honeycomb or a drop of sweet a drop of bitumen and a spider
hours hour
Concentration, up to 8 V, M Concentration, up to 1 V, S, M
DURATION COMPONENTS DURATION COMPONENTS
30 feet 1 action Touch 1 action
RANGE CASTING TIME RANGE CASTING TIME
SUGGESTION [1/2] SPIDER CLIMB
MISTY STEP WEB
CASTING TIME RANGE CASTING TIME RANGE
1 bonus action Self 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S, M Concentration, up to 1
hour
Brießy surrounded by silvery mist, you teleport
up to 30 feet to an unoccupied space that you a bit of spider web
can see. You conjure a mass of thick, sticky webbing at a point
of your choice within range. The webs Þll a 20-foot
cube from that point for the duration. The webs are
difÞcult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses
(such as walls or trees) or layered across a ßoor, wall,
or ceiling, the conjured web collapses on itself, and the
spell ends at the start of your next turn. Webs layered
over a ßat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that
enters them during its turn must make a Dexterity
saving throw. On a failed save, the creature is
restrained as long as it remains in the webs or until it
breaks free.
A creature restrained by the webs can use its actions
to make a Strength check against your spell save DC. If
it succeeds, it is no longer restrained.
The webs are ßammable. Any 5-foot cube of webs
exposed to Þre burns away in 1 round, dealing 2d4 Þre
damage to any creature that starts its turn in the Þre.
Wizard 2nd level Conjuration Wizard 2nd level Conjuration
DISPEL MAGIC FIREBALL
CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 150 feet
COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S, M Instantaneous
Choose any creature, object, or magical effect a tiny ball of bat guano and sulfur
within range. Any spell of 3rd level or lower on
the target ends. For each spell of 4th level or A bright streak ßashes from your pointing Þnger
higher on the target, make an ability check using to a point you choose within range then
your spellcasting ability. The DC equals 10 + the blossoms with a low roar into an explosion of
spell's level. On a successful check, the spell ßame. Each creature in a 20-foot radius must
ends. make a Dexterity saving throw. A target takes
At Higher Levels: When you cast this spell 8d6 Þre damage on a failed save, or half as much
using a spell slot of 4th level or higher, you damage on a successful one.
automatically end the effects of a spell on the The Þre spreads around corners. It ignites
target if the spell's level is equal to or less than ßammable objects in the area that aren't being
the level of the spell slot you used. worn or carried.
At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the
damage increases by 1d6 for each slot level
above 3rd.
Wizard 3rd level Abjuration Wizard 3rd level Evocation
FLY LIGHTNING BOLT
CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Self (100-foot line)
COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Instantaneous
minutes
a bit of fur and a rod of amber, crystal, or glass
a wing feather from any bird
A stroke of lightning forming a line of 100 feet
You touch a willing creature. The target gains a long and 5 feet wide blasts out from you in a
ßying speed of 60 feet for the duration. When direction you choose. Each creature in the line
the spell ends, the target falls if it is still aloft, must make a Dexterity saving throw. A creature
unless it can stop the fall. takes 8d6 lightning damage on a failed save, or
At Higher Levels: When you cast this spell half as much damage on a successful one.
using a spell slot of 4th level or higher, you can The lightning ignites ßammable objects in the
target one additional creature for each slot level area that aren't being worn or carried.
above 3rd. At Higher Levels: When you cast this spell
using a spell slot of 4th level or higher, the
damage increases by 1d6 for each slot above
3rd.
Wizard 3rd level Transmutation Wizard 3rd level Evocation