DnD 5e Evocation Spells

Spell Name
Spell Level
Casting Time
Range
Duration
School
Fire Bolt
1 Action
120 Feet
Instantaneous
Evocation
Casting Time
1 Action
Range
120 Feet
Duration
instantaneous
Components
V
S
Class
Sorcerer
Wizard
Artificer

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
1 Action
Touch
1 hour
Evocation
Casting Time
1 Action
Range
Touch
Duration
1 hour
Components
V
M
Materials Required
A firefly or phosphorescent moss
Class
Bard
Cleric
Sorcerer
Wizard
Artificer

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
1 Action
60 Feet
Instantaneous
Evocation
Casting Time
1 Action
Range
60 Feet
Duration
instantaneous
Components
V
S
Class
Sorcerer
Wizard
Artificer

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
1 Action
60 Feet
Instantaneous
Evocation
Casting Time
1 Action
Range
60 Feet
Duration
instantaneous
Components
V
S
Class
Cleric

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
1 Action
Touch
Instantaneous
Evocation
Casting Time
1 Action
Range
Touch
Duration
instantaneous
Components
V
S
Class
Sorcerer
Wizard
Artificer

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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Meteor Swarm
1 Action
1 Mile
Instantaneous
Evocation
Casting Time
1 Action
Range
1 Mile
Duration
instantaneous
Components
V
S
Class
Sorcerer
Wizard

Spell Description

Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once.

The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried.

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Power Word Heal
1 Action
Touch
Instantaneous
Evocation
Casting Time
1 Action
Range
Touch
Duration
instantaneous
Components
V
S
Class
Bard

Spell Description

A wave of healing energy washes over the creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This spell has no effect on undead or constructs.

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Dancing Lights C
1 Action
120 Feet
Concentration, Up To 1 Minute
Evocation
Casting Time
1 Action
Range
120 Feet
Duration
Concentration, up to 1 minute
Components
V
S
M
Materials Required
A bit of phosphorus or w ychwood, or a glowworm
Class
Bard
Sorcerer
Wizard
Artificer

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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Sunburst
1 Action
150 Feet
Instantaneous
Evocation
Casting Time
1 Action
Range
150 Feet
Duration
instantaneous
Components
V
S
M
Materials Required
Fire and a piece of sunstone
Class
Druid
Sorcerer
Wizard

Spell Description

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.

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.

This spell dispels any darkness in its area that was created by a spell.

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Telepathy
1 Action
Unlimited
24 hours
Evocation
Casting Time
1 Action
Range
Unlimited
Duration
24 hours
Components
V
S
M
Materials Required
A pair of linked silver rings
Class
Wizard

Spell Description

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

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