Spell Name
Spell Level
Casting Time
Range
Duration
School
Acid Splash
Cantrip
1 Action
60 Feet
Instantaneous
Conjuration

Casting Time

1 Action,

Range

60 Feet

Duration

Instantaneous

School

Conjuration

Components

  • V
  • S

Spell Description

You hurl a bubble of acid. Choose one or two creatures you can see within range. If you choose two, they must be within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

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Blade Ward
Cantrip
1 Action
Self
1 round
Abjuration

Casting Time

1 Action,

Range

Self

Duration

1 round

School

Abjuration

Components

  • V
  • S

Spell Description

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

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Chill Touch
Cantrip
1 Action
120 Feet
1 round
Necromancy

Casting Time

1 Action,

Range

120 Feet

Duration

1 round

School

Necromancy

Components

  • V
  • S

Spell Description

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

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

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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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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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Friends
Cantrip
1 Action
Self
Up To 1 Minute
Enchantment

Casting Time

1 Action,

Range

Self

Duration

Up To 1 Minute

School

Enchantment

Components

  • S
  • M

Materials Required

A Small Amount Of Makeup Applied To The Face As This Spell Is Cast

Spell Description

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.

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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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Mage Hand
Cantrip
1 Action
30 Feet
1 minute
Conjuration

Casting Time

1 Action,

Range

30 Feet

Duration

1 minute

School

Conjuration

Components

  • V
  • S

Spell Description

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

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Mending
Cantrip
1 Minute
Touch
Instantaneous
Transmutation

Casting Time

1 Minute,

Range

Touch

Duration

Instantaneous

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

Two Lodestones

Spell Description

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

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Prestidigitation
Cantrip
1 Action
10 Feet
Up to 1 hour
Transmutation

Casting Time

1 Action,

Range

10 Feet

Duration

Up to 1 hour

School

Transmutation

Components

  • V
  • S

Spell Description

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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Message
Cantrip
1 Action
120 Feet
1 round
Transmutation

Casting Time

1 Action,

Range

120 Feet

Duration

1 round

School

Transmutation

Class

Components

  • V
  • S
  • M

Materials Required

A Short Piece Of Copper Wire

Spell Description

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

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Minor Illusion
Cantrip
1 Action
30 Feet
1 minute
Illusion

Casting Time

1 Action,

Range

30 Feet

Duration

1 minute

School

Illusion

Components

  • S
  • M

Materials Required

A Bit Of Fleece

Spell Description

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object–such as a chair, muddy footprints, or a small chest–it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.

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Poison Spray
Cantrip
1 Action
10 Feet
Instantaneous
Conjuration

Casting Time

1 Action,

Range

10 Feet

Duration

Instantaneous

School

Conjuration

Components

  • V
  • S

Spell Description

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

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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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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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True Strike
Cantrip
1 Action
30 Feet
Up To 1 Round
Divination

Casting Time

1 Action,

Range

30 Feet

Duration

Up To 1 Round

School

Divination

Components

  • S

Spell Description

You point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.

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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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Sleep
1st-level
1 Action
90 Feet
1 minute
Enchantment

Casting Time

1 Action,

Range

90 Feet

Duration

1 minute

School

Enchantment

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Fine Sand, Rose Petals, Or A Cricket

Spell Description

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

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Silent Image
1st-level
1 Action
60 Feet
Up To 10 Minutes
Illusion

Casting Time

1 Action,

Range

60 Feet

Duration

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 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any 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.

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.

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Shield
1st-level
1 Reaction*
Self
1 Round
Abjuration

Casting Time

1 Reaction, Which You Take When You Are Hit By An Attack Or Targeted By The Magic Missile Spell

Range

Self

Duration

1 Round

School

Abjuration

Components

  • V
  • S

Spell Description

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

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Ray of Sickness
1st-level
1 Action
60 Feet
Instantaneous
Necromancy

Casting Time

1 Action,

Range

60 Feet

Duration

Instantaneous

School

Necromancy

Components

  • V
  • S

Spell Description

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.

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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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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Mage Armor
1st-level
1 Action
Touch
8 hours
Abjuration

Casting Time

1 Action,

Range

Touch

Duration

8 hours

School

Abjuration

Components

  • V
  • S
  • M

Materials Required

A Piece Of Cured Leather

Spell Description

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

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Jump
1st-level
1 Action
Touch
1 minute
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

1 minute

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

A Grasshopper’S Hind Leg

Spell Description

You touch a creature. The creature’s jump distance is tripled until the spell ends.

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Fog Cloud
1st-level
1 Action
120 Feet
Up To 1 Hour
Conjuration

Casting Time

1 Action,

Range

120 Feet

Duration

Up To 1 Hour

School

Conjuration

Components

  • V
  • S

Spell Description

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

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Feather Fall
1st-level
1 Reaction*
60 Feet
1 minute
Transmutation

Casting Time

1 Reaction, Which You Take When You Or A Creature Within 60 Feet Of You Falls

Range

60 Feet

Duration

1 minute

School

Transmutation

Components

  • V
  • M

Materials Required

A Small Feather Or Piece Of Down

Spell Description

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

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False Life
1st-level
1 Action
Self
1 hour
Necromancy

Casting Time

1 Action,

Range

Self

Duration

1 hour

School

Necromancy

Components

  • V
  • S
  • M

Materials Required

A Small Amount Of Alcohol Or Distilled Spirits

Spell Description

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

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Expeditious Retreat
1st-level
1 Bonus Action
Self
Up To 10 Minutes
Transmutation

Casting Time

1 Bonus Action,

Range

Self

Duration

Up To 10 Minutes

School

Transmutation

Components

  • V
  • S

Spell Description

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

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Disguise Self
1st-level
1 Action
Self
1 hour
Illusion

Casting Time

1 Action,

Range

Self

Duration

1 hour

School

Illusion

Components

  • V
  • S

Spell Description

You make yourself–including your clothing, armor, weapons, and other belongings on your person–look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

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 your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your 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.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

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Detect Magic
1st-level
1 Action
Self
Up To 10 Minutes
Divination

Casting Time

1 Action,

Range

Self

Duration

Up To 10 Minutes

School

Divination

Components

  • V
  • S

Spell Description

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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Comprehend Languages
1st-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 Soot And Salt

Spell Description

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.

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Color Spray
1st-level
1 Action
S E L F (15-Foot Cone)
1 round
Illusion

Casting Time

1 Action,

Range

S E L F (15-Foot Cone)

Duration

1 round

School

Illusion

Components

  • V
  • S
  • M

Materials Required

A Pinch Of Powder Or Sand That Is Colored Red, Yellow, And Blue

Spell Description

A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

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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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Charm Person
1st-level
1 Action
30 Feet
1 hour
Enchantment

Casting Time

1 Action,

Range

30 Feet

Duration

1 hour

School

Enchantment

Components

  • V
  • S

Spell Description

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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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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Enhance Ability
2nd-level
1 Action
Touch
Up To 1 Hour.
Transmutation

Casting Time

1 Action,

Range

Touch

Duration

Up To 1 Hour.

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

Fur Or A Feather From A Beast

Spell Description

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.

Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.

Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.

Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.

Eagle’s Splendor. The target has advantage on Charisma checks.

Fox’s Cunning. The target has advantage on Intelligence checks.

Owl’s Wisdom. The target has advantage on Wisdom checks.

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

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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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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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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.

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Knock
2nd-level
1 Action
60 Feet
Instantaneous
Transmutation

Casting Time

1 Action,

Range

60 Feet

Duration

Instantaneous

School

Transmutation

Components

  • V

Spell Description

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

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Levitate
2nd-level
1 Action
60 Feet
Up To 10 Minutes
Transmutation

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 10 Minutes

School

Transmutation

Components

  • V
  • S
  • M

Materials Required

Either A Small Leather Loop Or A Piece Of Golden Wire Bent Into A Cup Shape With A Long Shank On One End

Spell Description

One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

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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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Hold Person
2nd-level
1 Action
60 Feet
Up To 1 Minute
Enchantment

Casting Time

1 Action,

Range

60 Feet

Duration

Up To 1 Minute

School

Enchantment

Components

  • V
  • S
  • M

Materials Required

A Small, Straight Piece Of Iron

Spell Description

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. 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 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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Invisibility
2nd-level
1 Action
Touch
Up To 1 Hour
Illusion

Casting Time

1 Action,

Range

Touch

Duration

Up To 1 Hour

School

Illusion

Components

  • V
  • S
  • M

Materials Required

An Eyelash Encased In Gum Arabic

Spell Description

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. The spell ends for a target that attacks or casts a spell.

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

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

Casting Time

1 Action,

Range

60 Feet

Duration

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

Casting Time

1 Action,

Range

60 Feet

Duration

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

Casting Time

1 Action,

Range

30 Feet

Duration

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

Casting Time

1 Action,

Range

Touch

Duration

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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