Aid

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.

At higher level

When you cast this spell using a spell slot of 3rd level or higher, a target'[...]

Animal Friendship

This spell lets you convince a beast that you mean it no harm.
Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom savi[...]

Animate Dead

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the [...]

Arcane Eye

You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any dire[...]

Augury

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following [...]

Bane

Up to three creatures of your choice that you can see within range must make charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving[...]

Banishment

You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is i[...]

Beacon of Hope

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Bestow Curse

You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: - Choose one ability score. While cursed, the target has disadvantage on ability check[...]

Bless

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

Blindness/Deafness

You can blind or deafen a foe. Choose one creature that you can see within range to make a constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a constitution saving throw. On a succes[...]

Calm Emotions

You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of t[...]

Clairvoyance

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be a[...]

Command

You speak a one-word command to a creature you can see within range. The target must succeed on a wisdom saving throw or follow the command on its 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[...]

Continual Flame

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Control Water

Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. Flood. You c[...]

Create Food and Water

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Create or Destroy Water

You either create or destroy water. ***Create Water.*** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range. ***Destroy Water.*** You destroy up to 10 gallons of water in an open container within range[...]

Cure Wounds

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher level

When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot lev[...]

Daylight

A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with i[...]

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