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Spellbook
CANTRIPS D M
level 1 - divination (ritual)
Casting Time: 1 action
P S Range: Self
level 0 - conjuration
Components: V, S
Casting Time: 1 action Duration: Concentration, up to 10 minutes
Range: 10 feet
For the duration, you sense the presence of magic within 30 feet of you. If you sense
Components: V, S
magic in this way, you can use your action to see a faint aura around any visible
Duration: Instantaneous
creature or object in the area that bears magic, and you learn its school of magic, if
You extend your hand toward a creature you can see within range and project a puff any.
of noxious gas from your palm. The creature must succeed on a Constitution saving The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of
throw or take 1d12 poison damage. common metal, a thin sheet of lead, or 3 feet of wood or dirt.
This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level
(3d12), and 17th level (4d12). E
level 1 - conjuration
S Casting Time: 1 action
level 0 - transmutation
Range: 90 feet
Casting Time: 1 bonus action Components: V, S
Range: Touch Duration: Concentration, up to 1 minute
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a
Duration: 1 minute
point within range. For the duration, these plants turn the ground in the area into
The wood of a club or quarterstaff you are holding is imbued with nature's power. difficult terrain.
For the duration, you can use your spellcasting ability instead of Strength for the A creature in the area when you cast the spell must succeed on a Strength saving
attack and damage rolls of melee attacks using that weapon, and the weapon's throw or be restrained by the entangling plants until the spell ends. A creature
damage die becomes a d8. The weapon also becomes magical, if it isn't already. The restrained by the plants can use its action to make a Strength check against your
spell ends if you cast it again or if you let go of the weapon. spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
T W
level 0 - transmutation F F
Casting Time: 1 action level 1 - evocation
Range: 30 feet Casting Time: 1 action
Components: V, S, M (the stem of a plant with thorns) Range: 60 feet
Duration: Instantaneous Components: V
You create a long, vine-like whip covered in thorns that lashes out at your command Duration: Concentration, up to 1 minute
toward a creature in range. Make a melee spell attack against the target. If the attack Each object in a 20-foot cube within range is outlined in blue, green, or violet light
hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, (your choice). Any creature in the area when the spell is cast is also outlined in light
you pull the creature up to 10 feet closer to you. if it fails a Dexterity saving throw. For the duration, objects and affected creatures
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), shed dim light in a 10-foot radius.
and 17th level (4d6). Any attack roll against an affected creature or object has advantage if the attacker
can see it, and the affected creature or object can't benefit from being invisible.
LEVEL 1
G
level 1 - transmutation
A F
level 1 - enchantment Casting Time: 1 action
Range: Touch
Casting Time: 1 action
Components: V, S, M (a sprig of mistletoe)
Range: 30 feet
Duration: Instantaneous
Components: V, S, M (a morsel of food)
Duration: 24 hours Up to ten berries appear in your hand and are infused with magic for the duration. A
creature can use its action to eat one berry. Eating a berry restores 1 hit point, and
This spell lets you convince a beast that you mean it no harm. Choose a beast that
the berry provides enough nourishment to sustain a creature for one day.
you can see within range. It must see and hear you. If the beast's Intelligence is 4 or
The berries lose their potency if they have not been consumed within 24 hours of the
higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw
casting of this spell.
or be charmed by you for the spell's duration. If you or one of your companions
harms the target, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher,
H W
level 1 - evocation
you can affect one additional beast for each slot level above 1st.
Casting Time: 1 bonus action
C P Range: 60 feet
level 1 - enchantment Components: V
Duration: Instantaneous
Casting Time: 1 action
Range: 30 feet A creature of your choice that you can see within range regains hit points equal to
Components: V, S 1d4 + your spellcasting ability modifier. This spell has no effect on undead or
Duration: 1 hour constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher,
You attempt to charm a humanoid you can see within range. It must make a Wisdom
the healing increases by 1d4 for each slot level above 1st.
saving throw, and does so with advantage if you or your companions are fighting it.
If it fails the saving throw, it is charmed by you until the spell ends or until you or
your companions do anything harmful to it. The charmed creature regards you as a
friendly acquaintance. When the spell ends, the creature knows it was charmed by
you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher,
you can target one additional creature for each slot level above 1st. The creatures
must be within 30 feet of each other when you target them.
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List » Spells - DnD 5e https://www.aidedd.org/dnd/sortsList.php
S A B
level 1 - divination (ritual) level 2 - transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S Components: V, S, M (a handful of oak bark)
Duration: 10 minutes Duration: Concentration, up to 1 hour
You gain the ability to comprehend and verbally communicate with beasts for the You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-
duration. The knowledge and awareness of many beasts is limited by their like appearance, and the target's AC can't be less than 16, regardless of what kind of
intelligence, but at minimum, beasts can give you information about nearby armor it is wearing.
locations and monsters, including whatever they can perceive or have perceived
within the past day. You might be able to persuade a beast to perform a small favor E /R
for you, at the DM's discretion. level 2 - transmutation
Casting Time: 1 action
T Range: 30 feet
level 1 - evocation Components: V, S, M (a pinch of powdered iron)
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: Self (15-foot cube) You cause a creature or an object you can see within range to grow larger or smaller
Components: V, S for the duration. Choose either a creature or an object that is neither worn nor
Duration: Instantaneous carried. If the target is unwilling, it can make a Constitution saving throw. On a
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube success, the spell has no effect.
originating from you must make a Constitution saving throw. On a failed save, a If the target is a creature, everything it is wearing and carrying changes size with it.
creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a Any item dropped by an affected creature returns to normal size at once.
successful save, the creature takes half as much damage and isn't pushed. Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by
In addition, unsecured objects that are completely within the area of effect are eight. This growth increases its size by one category—from Medium to Large, for
automatically pushed 10 feet away from you by the spell's effect, and the spell emits a example. If there isn't enough room for the target to double its size, the creature or
thunderous boom audible out to 300 feet. object attains the maximum possible size in the space available. Until the spell ends,
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the target also has advantage on Strength checks and Strength saving throws. The
the damage increases by 1d8 for each slot level above 1st. target's weapons also grow to match its new size. While these weapons are enlarged,
the target's attacks with them deal 1d4 extra damage.
LEVEL 2 Reduce. The target's size is halved in all dimensions, and its weight is reduced to
one-eighth of normal. This reduction decreases its size by one category—from
Medium to Small, for example. Until the spell ends, the target also has disadvantage
A M on Strength checks and Strength saving throws. The target's weapons also shrink to
level 2 - enchantment (ritual) match its new size. While these weapons are reduced, the target's attacks with them
Casting Time: 1 action deal 1d4 less damage (this can't reduce the damage below 1).
Range: 30 feet
Components: V, S, M (a morsel of food) F B
Duration: 24 hours level 2 - evocation
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast Casting Time: 1 bonus action
you can see within range, such as a squirrel, a blue jay, or a bat. You specify a Range: Self
location, which you must have visited, and a recipient who matches a general Components: V, S, M (leaf of sumac)
description, such as "a man or woman dressed in the uniform of the town guard" or Duration: Concentration, up to 10 minutes
"a red-haired dwarf wearing a pointed hat." You also speak a message of up to You evoke a fiery blade in your free hand. The blade is similar in size and shape to a
twenty-five words. The target beast travels for the duration of the spell toward the scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you
specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 can evoke the blade again as a bonus action.
miles for other animals. You can use your action to make a melee spell attack with the fiery blade. On a hit,
When the messenger arrives, it delivers your message to the creature that you the target takes 3d6 fire damage.
described, replicating the sound of your voice. The messenger speaks only to a The flaming blade sheds bright light in a 10-foot radius and dim light for an
creature matching the description you gave. If the messenger doesn't reach its additional 10 feet.
destination before the spell ends, the message is lost, and the beast makes its way At Higher Levels. When you cast this spell using a spell slot of 4th level or higher,
back to where you cast this spell. the damage increases by 1d6 for every two slot levels above 2nd.
At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the
duration of the spell increases by 48 hours for each slot level above 2nd. H M
level 2 - transmutation
A Casting Time: 1 action
level 2 - divination (ritual)
Range: 60 feet
Casting Time: 1 minute Components: V, S, M (a piece of iron and a flame)
Range: Self Duration: Concentration, up to 1 minute
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or
least 25 gp)
medium metal armor, that you can see within range. You cause the object to glow
Duration: Instantaneous
red-hot. Any creature in physical contact with the object takes 2d8 fire damage when
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or you cast the spell. Until the spell ends, you can use a bonus action on each of your
employing some other divining tool, you receive an omen from an otherworldly subsequent turns to cause this damage again.
entity about the results of a specific course of action that you plan to take within the If a creature is holding or wearing the object and takes the damage from it, the
next 30 minutes. The DM chooses from the following possible omens: creature must succeed on a Constitution saving throw or drop the object if it can. If it
• Weal, for good results doesn't drop the object, it has disadvantage on attack rolls and ability checks until
• Woe, for bad results the start of your next turn.
• Weal and woe, for both good and bad results At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher,
• Nothing, for results that aren't especially good or bad the damage increases by 1d8 for each slot level above 2nd.
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 first that you get a random
reading. The DM makes this roll in secret.
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H P P P
level 2 - enchantment level 2 - abjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S, M (a small, straight piece of iron) Components: V, S
Duration: Concentration, up to 1 minute Duration: 1 hour
Choose a humanoid that you can see within range. The target must succeed on a You touch a creature. If it is poisoned, you neutralize the poison. If more than one
Wisdom saving throw or be paralyzed for the duration. At the end of each of its poison afflicts the targe you neutralize one poison that you know is present, or you
turns, the target can make another Wisdom saving throw. On a success, the spell neutralize one at random.
ends on the target. For the duration, the target has advantage on saving throws against being poisoned,
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, and it has resistance to poison damage.
you can target one additional humanoid for each slot level above 2nd. The
humanoids must be within 30 feet of each other when you target them. S G
level 2 - transmutation
L A P Casting Time: 1 action
level 2 - divination (ritual) Range: 150 feet
Casting Time: 1 action Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to
Range: Self a point)
Components: V, S, M (a bit of fur from a bloodhound) Duration: Concentration, up to 10 minutes
Duration: Instantaneous The ground in a 20-foot radius centered on a point within range twists and sprouts
Describe or name a specific kind of beast or plant. Concentrating on the voice of hard spikes and thorns. The area becomes difficult terrain for the duration. When a
nature in your surroundings, you learn the direction and distance to the closest creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet
creature or plant of that kind within 5 miles, if any are present. it travels.
The transformation of the ground is camouflaged to look natural. Any creature that
P T can't see the area at the time the spell is cast must make a Wisdom (Perception)
level 2 - abjuration check against your spell save DC to recognize the terrain as hazardous before
Casting Time: 1 action entering it.
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions
from detection. For the duration, each creature you choose within 30 feet of you
(including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked
except by magical means. A creature that receives this bonus leaves behind no tracks
or other traces of its passage.
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