DnD 5e Sorcerer Spells

Spell Name
Spell Level
Casting Time
Range
Duration
School
Mirror Image
2nd-level
1 Action
Self
1 minute
Illusion

Casting Time

1 Action

Range

Self

Duration

1 minute

School

Illusion

Components

  • V
  • S

Spell Description

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

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Misty Step
2nd-level
1 Bonus Action
Self
Instantaneous
Conjuration

Casting Time

1 Bonus Action

Range

Self

Duration

Instantaneous

School

Conjuration

Components

  • V

Spell Description

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

#BBD0E0
»

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Phantasmal Force C
2nd-level
1 Action
60 Feet
Concentration, Up To 1 Minute
Illusion

Casting Time

1 Action

Range

60 Feet

Duration

Concentration, Up To 1 Minute

School

Illusion

Components

  • V
  • S
  • M

Materials Required

A Bit Of Fleece

Spell Description

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall – it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

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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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See Invisibility
2nd-level
1 Action
Self
1 hour
Divination

Casting Time

1 Action

Range

Self

Duration

1 hour

School

Divination

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Talc And A Small Sprinkling Of Powdered Silver

Spell Description

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

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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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Spider Climb C
2nd-level
1 Action
Touch
Concentration, Up To 1 Hour
Transmutation

Casting Time

1 Action

Range

Touch

Duration

Concentration, Up To 1 Hour

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Drop Of Bitumen And A Spider

Spell Description

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

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Suggestion C
2nd-level
1 Action
30 Feet
Concentration, Up To 8 Hours
Enchantment

Casting Time

1 Action

Range

30 Feet

Duration

Concentration, Up To 8 Hours

School

Enchantment

Components

  • V
  • M

Materials Required

A Snake’S Tongue And Either A Bit Of Honeycomb Or A Drop Of Sweet Oil

Spell Description

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.

If you or any of your companions damage the target, the spell ends.

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»

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Web C
2nd-level
1 Action
60 Feet
Concentration, Up To 1 Hour
Conjuration

Casting Time

1 Action

Range

60 Feet

Duration

Concentration, Up To 1 Hour

School

Conjuration

Components

  • V
  • S
  • M

Materials Required

A Bit Of Spiderweb

Spell Description

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult 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 floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat 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 action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

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Alter Self C
2nd-level
1 Action
Self
Concentration, Up To 1 Hour
Transmutation

Casting Time

1 Action

Range

Self

Duration

Concentration, Up To 1 Hour

School

Transmutation

Components

  • V
  • S

Spell Description

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

Aquatic Adaptation. You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.

Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.

Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

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Blink
3rd-level
1 Action
Self
1 minute
Transmutation

Casting Time

1 Action

Range

Self

Duration

1 minute

School

Transmutation

Components

  • V
  • S

Spell Description

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

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Clairvoyance C
3rd-level
10 Minutes
1 Mile
Concentration, Up To 10 Minutes
Divination

Casting Time

10 Minutes

Range

1 Mile

Duration

Concentration, Up To 10 Minutes

School

Divination

Components

  • V
  • S
  • M

Materials Required

A Focus Worth At Least 100 Gp, Either A Jeweled Horn For Hearing Or A Glass Eye For Seeing

Spell Description

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 attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

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Counterspell
3rd-level
1 Reaction*
60 Feet
Instantaneous
Abjuration

Casting Time

1 Reaction ,Which You Take When You See A Creature Within 60 Feet Of You Casting A Spell

Range

60 Feet

Duration

Instantaneous

School

Abjuration

Components

  • S

Spell Description

You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.

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Dispel Magic
3rd-level
1 Action
120 Feet
Instantaneous
Abjuration

Casting Time

1 Action

Range

120 Feet

Duration

Instantaneous

School

Abjuration

Components

  • V
  • S

Spell Description

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you 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.

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Fear C
3rd-level
1 Action
Sel F (30-Foot Cone)
Concentration, Up To 1 Minute
Illusion

Casting Time

1 Action

Range

Sel F (30-Foot Cone)

Duration

Concentration, Up To 1 Minute

School

Illusion

Components

  • V
  • S
  • M

Materials Required

A White Feather Or The Heart Of A Hen

Spell Description

You project a phantasmal image of a creature’s worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

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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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Fly C
3rd-level
1 Action
Touch
Concentration, Up To 10 Minutes
Transmutation

Casting Time

1 Action

Range

Touch

Duration

Concentration, Up To 10 Minutes

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Wing Feather From Any Bird

Spell Description

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

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Gaseous Form C
3rd-level
1 Action
Touch
Concentration, Up To 1 Hour
Transmutation

Casting Time

1 Action

Range

Touch

Duration

Concentration, Up To 1 Hour

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Bit Of Gauze And A Wisp Of Smoke

Spell Description

You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.

While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.

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Haste C
3rd-level
1 Action
30 Feet
Concentration, Up To 1 Minute
Transmutation

Casting Time

1 Action

Range

30 Feet

Duration

Concentration, Up To 1 Minute

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Shaving Of Licorice Root

Spell Description

Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.

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Hypnotic Pattern C
3rd-level
1 Action
120 Feet
Concentration, Up To 1 Minute
Illusion

Casting Time

1 Action

Range

120 Feet

Duration

Concentration, Up To 1 Minute

School

Illusion

Components

  • S
  • M

Materials Required

A Glowing Stick Of Incense Or A Crystal Vial Filled With Phosphorescent Material

Spell Description

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.

The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

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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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Major Image C
3rd-level
1 Action
120 Feet
Concentration, Up To 10 Minutes
Illusion

Casting Time

1 Action

Range

120 Feet

Duration

Concentration, Up To 10 Minutes

School

Illusion

Components

  • V
  • S
  • M

Materials Required

A Bit Of Fleece

Spell Description

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

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Protection from Energy C
3rd-level
1 Action
Touch
Concentration, Up To 1 Hour
Abjuration

Casting Time

1 Action

Range

Touch

Duration

Concentration, Up To 1 Hour

School

Abjuration

Components

  • V
  • S

Spell Description

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

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Sleet Storm C
3rd-level
1 Action
150 Feet
Concentration, Up To 1 Minute
Conjuration

Casting Time

1 Action

Range

150 Feet

Duration

Concentration, Up To 1 Minute

School

Conjuration

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Dust And A Few Drops Of Water

Spell Description

Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.

The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.

If a creature starts its turn in the spell’s area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.

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Slow C
3rd-level
1 Action
120 Feet
Concentration, Up To 1 Minute
Transmutation

Casting Time

1 Action

Range

120 Feet

Duration

Concentration, Up To 1 Minute

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

A Drop Of Molasses

Spell Description

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.

An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.

If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.

A creature affected by this spell makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it.

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Stinking Cloud C
3rd-level
1 Action
90 Feet
Concentration, Up To 1 Minute
Conjuration

Casting Time

1 Action

Range

90 Feet

Duration

Concentration, Up To 1 Minute

School

Conjuration

Components

  • V
  • S
  • M

Materials Required

A Rotten Egg Or Several Skunk Cabbage Leaves

Spell Description

You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.

A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

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Tongues
3rd-level
1 Action
Touch
1 hour
Divination

Casting Time

1 Action

Range

Touch

Duration

1 hour

School

Divination

Components

  • V
  • M

Materials Required

A Small Clay Model Of A Ziggurat

Spell Description

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

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Water Breathing
3rd-level
1 Action
30 Feet
24 hours
Transmutation

Casting Time

1 Action

Range

30 Feet

Duration

24 hours

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Short Reed Or Piece Of Straw

Spell Description

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

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Water Walk
3rd-level
1 Action
30 Feet
1 hour
Transmutation

Casting Time

1 Action

Range

30 Feet

Duration

1 hour

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Piece Of Cork

Spell Description

This spell grants the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

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Banishment C
4th-level
1 Action
60 Feet
Concentration, Up To 1 Minute
Abjuration

Casting Time

1 Action

Range

60 Feet

Duration

Concentration, Up To 1 Minute

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

An Item Distasteful To The Target

Spell Description

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 incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

If the target is native to a different plane of existence than the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.

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Blight
4th-level
1 Action
30 Feet
Instantaneous
Necromancy

Casting Time

1 Action

Range

30 Feet

Duration

Instantaneous

School

Necromancy

Components

  • V
  • S

Spell Description

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.

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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Confusion C
4th-level
1 Action
90 Feet
Concentration, Up To 1 Minute
Enchantment

Casting Time

1 Action

Range

90 Feet

Duration

Concentration, Up To 1 Minute

School

Enchantment

Components

  • V
  • S
  • M

Materials Required

Three Nut Shells

Spell Description

This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.

An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn.

d10 Behavior
1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn.
9-10 The creature can act and move normally.

At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.

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

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Dimension Door
4th-level
1 Action
500 Feet
Instantaneous
Conjuration

Casting Time

1 Action

Range

500 Feet

Duration

Instantaneous

School

Conjuration

Components

  • V

Spell Description

You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45- degree angle, 300 feet.”

You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.

If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.

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Dominate Beast C
4th-level
1 Action
60 Feet
Concentration, Up To 1 Minute
Enchantment

Casting Time

1 Action

Range

60 Feet

Duration

Concentration, Up To 1 Minute

School

Enchantment

Class

Components

  • V
  • S

Spell Description

You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

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Greater Invisibility C
4th-level
1 Action
Touch
Concentration, Up To 1 Minute
Illusion

Casting Time

1 Action

Range

Touch

Duration

Concentration, Up To 1 Minute

School

Illusion

Components

  • V
  • S

Spell Description

You or 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.

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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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Polymorph C
4th-level
1 Action
60 Feet
Concentration, Up To 1 Hour
Transmutation

Casting Time

1 Action

Range

60 Feet

Duration

Concentration, Up To 1 Hour

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Caterpillar Cocoon

Spell Description

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.

The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.

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Stoneskin C
4th-level
1 Action
Touch
Concentration, Up To 1 Hour
Abjuration

Casting Time

1 Action

Range

Touch

Duration

Concentration, Up To 1 Hour

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

Diamond Dust Worth 100 Gp, Which The Spell Consumes

Spell Description

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

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

Casting Time

1 Action

Range

120 Feet

Duration

Concentration, 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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Animate Objects C
5th-level
1 Action
120 Feet
Concentration, Up To 1 Minute
Transmutation

Casting Time

1 Action

Range

120 Feet

Duration

Concentration, Up To 1 Minute

School

Transmutation

Components

  • V
  • S

Spell Description

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics

Size HP AC Str Dex Attack
Tiny 20 18 4 18 +8 to hit, 1d4 + 4 damage
Small 25 16 6 14 +6 to hit, 1d8 + 2 damage
Medium 40 13 10 12 +5 to hit, 2d6 + 1 damage
Large 50 10 14 10 +6 to hit, 2d10 + 2 damage
Huge 80 10 18 6 +8 to hit, 2d12 + 4 damage

An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. 

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.

At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

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Cloudkill C
5th-level
1 Action
120 Feet
Concentration, Up To 10 Minutes
Conjuration

Casting Time

1 Action

Range

120 Feet

Duration

Concentration, Up To 10 Minutes

School

Conjuration

Components

  • V
  • S

Spell Description

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

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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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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Creation
5th-level
1 Minute
30 Feet
Special
Illusion

Casting Time

1 Minute

Range

30 Feet

Duration

Special

School

Illusion

Components

  • V
  • S
  • M

Materials Required

A Tiny P Iece Of Matter Of The Same Type Of The Item You Plan To Create

Spell Description

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.

The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.

Material Duration
Vegetable matter 1 day
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine or mithral 1 minute

Using any material created by this spell as another spell’s material component causes that spell to fail.

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

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Dominate Person C
5th-level
1 Action
60 Feet
Concentration, Up To 1 Minute
Enchantment

Casting Time

1 Action

Range

60 Feet

Duration

Concentration, Up To 1 Minute

School

Enchantment

Components

  • V
  • S

Spell Description

You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.

Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

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Hold Monster C
5th-level
1 Action
90 Feet
Concentration, Up To 1 Minute
Enchantment

Casting Time

1 Action

Range

90 Feet

Duration

Concentration, Up To 1 Minute

School

Enchantment

Components

  • V
  • S
  • M

Materials Required

A Small, Straight Piece Of Iron

Spell Description

Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. 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 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.

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Insect Plague C
5th-level
1 Action
300 Feet
Concentration, Up To 10 Minutes
Conjuration

Casting Time

1 Action

Range

300 Feet

Duration

Concentration, Up To 10 Minutes

School

Conjuration

Components

  • V
  • S
  • M

Materials Required

A Few Grains Of Sugar, Some Kernels Of Grain, And A Smear Of Fat

Spell Description

Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain.

When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th.

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Seeming
5th-level
1 Action
30 Feet
8 hours
Illusion

Casting Time

1 Action

Range

30 Feet

Duration

8 hours

School

Illusion

Components

  • V
  • S

Spell Description

This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.

The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

 

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Telekinesis C
5th-level
1 Action
60 Feet
Concentration, Up To 10 Minutes
Transmutation

Casting Time

1 Action

Range

60 Feet

Duration

Concentration, Up To 10 Minutes

School

Transmutation

Components

  • V
  • S

Spell Description

You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.

You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

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Teleportation Circle
5th-level
1 Minute
10 Feet
1 round
Conjuration

Casting Time

1 Minute

Range

10 Feet

Duration

1 round

School

Conjuration

Components

  • V
  • M

Materials Required

Rare Chalks And Inks Infused With Precious Gems With 50 Gp, Which The Spell Consumes

Spell Description

As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.

Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence–a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the GM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute.

You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way.

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Wall of Stone C
5th-level
1 Action
120 Feet
Concentration, Up To 10 Minutes
Evocation

Casting Time

1 Action

Range

120 Feet

Duration

Concentration, Up To 10 Minutes

School

Evocation

Components

  • V
  • S
  • M

Materials Required

A Small Block Of Granite

Spell Description

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.

If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.

The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.

If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.

The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM’s discretion.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

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