DnD 5e Evocation Spells

Spell Name
Spell Level
Casting Time
Range
Duration
School
Dancing Lights
Cantrip
1 Action
120 Feet
Up To 1 Minute
Evocation

Casting Time

1 Action,

Range

120 Feet

Duration

Up To 1 Minute

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Bit Of Phosphorus Or W Ychwood, Or A Glowworm

Spell Description

You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

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Eldritch Blast
Cantrip
1 Action
120 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

120 Feet

Duration

Instantaneous

School

Evocation

Class

Components

  • V
  • S

Spell Description

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

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Fire Bolt
Cantrip
1 Action
120 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

120 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.

This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

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Light
Cantrip
1 Action
Touch
1 hour
Evocation

Casting Time

1 Action,

Range

Touch

Duration

1 hour

School

Evocation

Components

  • V
  • M

Materials Required

A Firefly Or Phosphorescent Moss

Spell Description

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and 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.

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Ray of Frost
Cantrip
1 Action
60 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

60 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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Sacred Flame
Cantrip
1 Action
60 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

60 Feet

Duration

Instantaneous

School

Evocation

Class

Components

  • V
  • S

Spell Description

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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Shocking Grasp
Cantrip
1 Action
Touch
Instantaneous
Evocation

Casting Time

1 Action,

Range

Touch

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

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Cure Wounds
1st-level
1 Action
Touch
Instantaneous
Evocation

Casting Time

1 Action,

Range

Touch

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

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

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Wrathful Smite
1st-level
1 Bonus Action
Self
Up To 1 Minute
Evocation

Casting Time

1 Bonus Action,

Range

Self

Duration

Up To 1 Minute

School

Evocation

Class

Components

  • V

Spell Description

The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to steel its resolve and end this spell.

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Witch Bolt
1st-level
1 Action
30 Feet
Up To 1 Minute
Evocation

Casting Time

1 Action,

Range

30 Feet

Duration

Up To 1 Minute

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Twig From A Tree That Has Been Struck By Lightning

Spell Description

A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d12 for each slot level above 1st.

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Thunderwave
1st-level
1 Action
Self (15-Foot Cube)
Instantaneous
Evocation

Casting Time

1 Action,

Range

Self (15-Foot Cube)

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

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.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

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Thunderous Smite
1st-level
1 Bonus Action
Self
Up To 1 Minute
Evocation

Casting Time

1 Bonus Action,

Range

Self

Duration

Up To 1 Minute

School

Evocation

Class

Components

  • V

Spell Description

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

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Searing Smite
1st-level
1 Bonus Action
Self
Up To 1 Minute
Evocation

Casting Time

1 Bonus Action,

Range

Self

Duration

Up To 1 Minute

School

Evocation

Class

Components

  • V

Spell Description

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot.

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Magic Missile
1st-level
1 Action
120 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

120 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

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Hellish Rebuke
1st-level
1 Reaction*
Instantaneous
Evocation

Casting Time

1 Reaction, Which You Take In Response To Being Damaged By A Creature Within 60 Feet Of You That You Can See 60 Feet

Range

Duration

Instantaneous

School

Evocation

Class

Components

  • V
  • S

Spell Description

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

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Healing Word
1st-level
1 Bonus Action
60 Feet
Instantaneous
Evocation

Casting Time

1 Bonus Action,

Range

60 Feet

Duration

Instantaneous

School

Evocation

Components

  • V

Spell Description

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

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Guiding Bolt
1st-level
1 Action
120 Feet
1 round
Evocation

Casting Time

1 Action,

Range

120 Feet

Duration

1 round

School

Evocation

Class

Components

  • V
  • S

Spell Description

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

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Faerie Fire
1st-level
1 Action
60 Feet
Up To 1 Minute
Evocation

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 1 Minute

School

Evocation

Components

  • V

Spell Description

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

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.

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»

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Divine Favor
1st-level
1 Bonus Action
Self
Up To 1 Minute
Evocation

Casting Time

1 Bonus Action,

Range

Self

Duration

Up To 1 Minute

School

Evocation

Class

Components

  • V
  • S

Spell Description

Your prayer empowers you with divine radiance. Until the spell ends, your weapon attacks deal an extra 1d4 radiant damage on a hit.

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Chromatic Orb
1st-level
1 Action
90 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

90 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Diamond Worth At Least 50 Gp

Spell Description

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

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Burning Hands
1st-level
1 Action
Sel F (15-Foot Cone)
Instantaneous
Evocation

Casting Time

1 Action,

Range

Sel F (15-Foot Cone)

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

The fire ignites any flammable objects in the area that aren’t being worn or carried.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

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Scorching Ray
2nd-level
1 Action
120 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

120 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S

Spell Description

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

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Flame Blade
2nd-level
1 Bonus Action
Self
Up To 10 Minutes
Evocation

Casting Time

1 Bonus Action,

Range

Self

Duration

Up To 10 Minutes

School

Evocation

Class

Components

  • V
  • S
  • M

Materials Required

Leaf Of Sumac

Spell Description

You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.

You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.

The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

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Gust of Wind
2nd-level
1 Action
Self (60-Foot Line)
Up To 1 Minute
Evocation

Casting Time

1 Action,

Range

Self (60-Foot Line)

Duration

Up To 1 Minute

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Legume Seed

Spell Description

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.

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Melf’s Acid Arrow
2nd-level
1 Action
90 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

90 Feet

Duration

Instantaneous

School

Evocation

Class

Components

  • V
  • S
  • M

Materials Required

Powdered Rhubarb Leaf And An Adder’S Stomach

Spell Description

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

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Moonbeam
2nd-level
1 Action
120 Feet
Up To 1 Minute
Evocation

Casting Time

1 Action,

Range

120 Feet

Duration

Up To 1 Minute

School

Evocation

Class

Components

  • V
  • S
  • M

Materials Required

Several Seeds Of Any M Oonseed Plant And A Piece Of Opalescent Feldspar

Spell Description

A silvery beam of pale light shines down in a 5-foot- radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.

A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.

On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

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Prayer of Healing
2nd-level
10 Minutes
30 Feet
Instantaneous
Evocation

Casting Time

10 Minutes,

Range

30 Feet

Duration

Instantaneous

School

Evocation

Class

Components

  • V

Spell Description

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

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Spiritual Weapon
2nd-level
1 Bonus Action
60 Feet
1 minute
Evocation

Casting Time

1 Bonus Action,

Range

60 Feet

Duration

1 minute

School

Evocation

Class

Components

  • V
  • S

Spell Description

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the 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 of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.

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Shatter
2nd-level
1 Action
60 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

60 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Chip Of Mica

Spell Description

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

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Darkness
2nd-level
1 Action
60 Feet
Up To 10 Minutes
Evocation

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 10 Minutes

School

Evocation

Components

  • V
  • M

Materials Required

Bat Fur And A Drop Of Pitch Or Piece Of Coal

Spell Description

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t 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 2nd level or lower, the spell that created the light is dispelled.

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Continual Flame
2nd-level
1 Action
Touch
Until dispelled
Evocation

Casting Time

1 Action,

Range

Touch

Duration

Until dispelled

School

Evocation

Components

  • V
  • S
  • M

Materials Required

Ruby Dust Worth 50 Gp, Which The Spell Consumes

Spell Description

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.

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Branding Smite
2nd-level
1 Bonus Action
Self
Up To 1 Minute
Evocation

Casting Time

1 Bonus Action,

Range

Self

Duration

Up To 1 Minute

School

Evocation

Class

Components

  • V

Spell Description

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends. 

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

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Acid Arrow
2nd-level
1 Action
90 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

90 Feet

Duration

Instantaneous

School

Evocation

Class

Components

  • V
  • S
  • M

Materials Required

Powdered rhubarb leaf and an adder’s stomach

Spell Description

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

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Aura of Vitality
3rd-level
1 Action
Sel F (30-Foot Radius)
Up To 1 Minute
Evocation

Casting Time

1 Action,

Range

Sel F (30-Foot Radius)

Duration

Up To 1 Minute

School

Evocation

Class

Components

  • V

Spell Description

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

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Fireball
3rd-level
1 Action
150 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

150 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Tiny Ball Of Bat Guano And Sulfur

Spell Description

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren’t being 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.

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Blinding Smite
3rd-level
1 Bonus Action
Self
Up To 1 Minute
Evocation

Casting Time

1 Bonus Action,

Range

Self

Duration

Up To 1 Minute

School

Evocation

Class

Components

  • V

Spell Description

The next time you hit a creature with a melee weapon attack during this spell’s duration, you weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends.

A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

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Daylight
3rd-level
1 Action
60 Feet
1 hour
Evocation

Casting Time

1 Action,

Range

60 Feet

Duration

1 hour

School

Evocation

Components

  • V
  • S

Spell Description

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 it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light.

If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.

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Crusader’s Mantle
3rd-level
1 Action
Self
Up To 1 Minute
Evocation

Casting Time

1 Action,

Range

Self

Duration

Up To 1 Minute

School

Evocation

Class

Components

  • V

Spell Description

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each nonhostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

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Leomund ’s Tiny Hut
3rd-level
1 Minute
Self (10-Foot-Radius Hemisphere)
8 hours
Evocation

Casting Time

1 Minute,

Range

Self (10-Foot-Radius Hemisphere)

Duration

8 hours

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Small Crystal Bead

Spell Description

A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.

Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.

Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

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Wind Wall
3rd-level
1 Action
120 Feet
Up To 1 Minute
Evocation

Casting Time

1 Action,

Range

120 Feet

Duration

Up To 1 Minute

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Tiny Fan And A Feather Of Exotic Origin

Spell Description

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.

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Sending
3rd-level
1 Action
Unlimited
1 round
Evocation

Casting Time

1 Action,

Range

Unlimited

Duration

1 round

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Short Piece Of Fine Copper Wire

Spell Description

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

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Mass Healing Word
3rd-level
1 Bonus Action
60 Feet
Instantaneous
Evocation

Casting Time

1 Bonus Action,

Range

60 Feet

Duration

Instantaneous

School

Evocation

Class

Components

  • V

Spell Description

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

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Lightning Bolt
3rd-level
1 Action
Sel F (100-Foot Line
Instantaneous
Evocation

Casting Time

1 Action,

Range

Sel F (100-Foot Line

Duration

Instantaneous

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Bit Of Fur And A Rod Of Amber, Crystal, Or Glass

Spell Description

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren’t being 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.

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Staggering Smite
4th-level
1 Bonus Action
Self
Up To 1 Minute
Evocation

Casting Time

1 Bonus Action,

Range

Self

Duration

Up To 1 Minute

School

Evocation

Class

Components

  • V

Spell Description

The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.

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Ice Storm
4th-level
1 Action
300 Feet
Instantaneous
Evocation

Casting Time

1 Action,

Range

300 Feet

Duration

Instantaneous

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Dust And A Few Drops Of Water

Spell Description

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.

Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

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Fire Shield
4th-level
1 Action
Self
10 minutes
Evocation

Casting Time

1 Action,

Range

Self

Duration

10 minutes

School

Evocation

Class

Components

  • V
  • S
  • M

Materials Required

A Bit Of Phosphorus Or A Firefly

Spell Description

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.

The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.

In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

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Otiluke’s Resilient Sphere
4th-level
1 Action
30 Feet
Up To 1 Minute
Evocation

Casting Time

1 Action,

Range

30 Feet

Duration

Up To 1 Minute

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Hemispherical Piece Of Clear Crystal And A Matching Hemispherical Piece Of Gum Arabic

Spell Description

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothing—not physical objects, energy, or other spell effects—can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures.

A disintegrate spell targeting the globe destroys it without harming anything inside it.

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Wall of Fire
4th-level
1 Action
120 Feet
Up To 1 Minute
Evocation

Casting Time

1 Action,

Range

120 Feet

Duration

Up To 1 Minute

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Small Piece Of Phosphorus

Spell Description

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

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Bigby’s Hand
5th-level
1 Action
120 Feet
Up To 1 Minute
Evocation

Casting Time

1 Action,

Range

120 Feet

Duration

Up To 1 Minute

School

Evocation

Components

  • V
  • S
  • M

Materials Required

An Eggshell And A Snakeskin Glove

Spell Description

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell’s duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.

Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.

Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.

Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.

Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

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Cone of Cold
5th-level
1 Action
Sel F (60-Foot Cone)
Instantaneous
Evocation

Casting Time

1 Action,

Range

Sel F (60-Foot Cone)

Duration

Instantaneous

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Small Crystal Or Glass Cone

Spell Description

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.

A creature killed by this spell becomes a frozen statue until it thaws.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

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