Basic Rules
Cantrip
- Guidance Cantrip (Divination)
You touch one willing creature. - Light Cantrip (Evocation)
You touch one object that is no larger than 10 feet in any dimension. - Mending Cantrip (Transmutation)
This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. - Resistance Cantrip (Abjuration)
You touch one willing creature. - Sacred Flame Cantrip (Evocation)
Flame-like radiance descends on a creature that you can see within range. - Spare the Dying Cantrip (Necromancy)
You touch a living creature that has 0 hit points. - Thaumaturgy Cantrip (Transmutation)
You manifest a minor wonder, a sign of supernatural power, within range.
1st Level
- Bane 1st Level (Enchantment)
Up to three creatures of your choice that you can see within range must make charisma saving throws. - Bless 1st Level (Enchantment)
You bless up to three creatures of your choice within range. - Command 1st Level (Enchantment)
You speak a one-word command to a creature you can see within range. - Create or Destroy Water 1st Level (Transmutation)
You either create or destroy water. - Cure Wounds 1st Level (Evocation)
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. - Detect Evil and Good 1st Level (Divination)
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. - Detect Magic 1st Level (Divination)
For the duration, you sense the presence of magic within 30 feet of you. - Detect Poison and Disease 1st Level (Divination)
For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. - Guiding Bolt 1st Level (Evocation)
A flash of light streaks toward a creature of your choice within range. - Healing Word 1st Level (Evocation)
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. - Inflict Wounds 1st Level (Necromancy)
Make a melee spell attack against a creature you can reach. - Protection from Evil and Good 1st Level (Abjuration)
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. - Purify Food and Drink 1st Level (Transmutation)
All nonmagical food and drink within a 5-foot radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. - Sanctuary 1st Level (Abjuration)
You ward a creature within range against attack. - Shield of Faith 1st Level (Abjuration)
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
2nd Level
- Aid 2nd Level (Abjuration)
Your spell bolsters your allies with toughness and resolve. - Augury 2nd Level (Divination)
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. - Blindness/Deafness 2nd Level (Necromancy)
You can blind or deafen a foe. - Calm Emotions 2nd Level (Enchantment)
You attempt to suppress strong emotions in a group of people. - Continual Flame 2nd Level (Evocation)
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. - Enhance Ability 2nd Level (Transmutation)
You touch a creature and bestow upon it a magical enhancement. - Find Traps 2nd Level (Divination)
You sense the presence of any trap within range that is within line of sight. - Gentle Repose 2nd Level (Necromancy)
You touch a corpse or other remains. - Hold Person 2nd Level (Enchantment)
Choose a humanoid that you can see within range. - Lesser Restoration 2nd Level (Abjuration)
You touch a creature and can end either one disease or one condition afflicting it. - Locate Object 2nd Level (Divination)
Describe or name an object that is familiar to you. - Prayer of Healing 2nd Level (Evocation)
Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. - Protection from Poison 2nd Level (Abjuration)
You touch a creature. - Silence 2nd Level (Illusion)
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. - Spiritual Weapon 2nd Level (Evocation)
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. - Warding Bond 2nd Level (Abjuration)
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. - Zone of Truth 2nd Level (Enchantment)
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range.
3rd Level
- Animate Dead 3rd Level (Necromancy)
This spell creates an undead servant. - Beacon of Hope 3rd Level (Abjuration)
This spell bestows hope and vitality. - Bestow Curse 3rd Level (Necromancy)
You touch a creature, and that creature must succeed on a wisdom saving throw or become cursed for the duration of the spell. - Clairvoyance 3rd Level (Divination)
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). - Create Food and Water 3rd Level (Conjuration)
You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. - Daylight 3rd Level (Evocation)
A 60-foot-radius sphere of light spreads out from a point you choose within range. - Dispel Magic 3rd Level (Abjuration)
Choose one creature, object, or magical effect within range. - Glyph of Warding 3rd Level (Abjuration)
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. - Magic Circle 3rd Level (Abjuration)
You create a 10-foot radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. - Mass Healing Word 3rd Level (Evocation)
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. - Meld Into Stone 3rd Level (Transmutation)
You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. - Protection From Energy 3rd Level (Abjuration)
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. - Remove Curse 3rd Level (Abjuration)
At your touch, all curses affecting one creature or object end. - Revivify 3rd Level (Conjuration)
You touch a creature that has died within the last minute. - Sending 3rd Level (Evocation)
You send a short message of twenty-five words or less to a creature with which you are familiar. - Speak with Dead 3rd Level (Necromancy)
You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. - Spirit Guardians 3rd Level (Conjuration)
You call forth spirits to protect you. - Tongues 3rd Level (Divination)
This spell grants the creature you touch the ability to understand any spoken language it hears. - Water Walk 3rd Level (Transmutation)
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).
4th Level
- Arcane Eye 4th Level (Divination)
You create an invisible, magical eye within range that hovers in the air for the duration. - Banishment 4th Level (Abjuration)
You attempt to send one creature that you can see within range to another plane of existence. - Control Water 4th Level (Transmutation)
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. - Death Ward 4th Level (Abjuration)
You touch a creature and grant it a measure of protection from death. - Freedom of Movement 4th Level (Abjuration)
You touch a willing creature. - Guardian of Faith 4th Level (Conjuration)
A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. - Locate Creature 4th Level (Divination)
Describe or name a creature that is familiar to you. - Stone Shape 4th Level (Transmutation)
You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
5th Level
- Commune 5th Level (Divination)
You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. - Contagion 5th Level (Necromancy)
Your touch inflicts disease. - Dispel Evil and Good 5th Level (Abjuration)
Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane. - Flame Strike 5th Level (Evocation)
A vertical column of divine fire roars down from the heavens in a location you specify. - Geas 5th Level (Enchantment)
You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. - Greater Restoration 5th Level (Abjuration)
You imbue a creature you touch with positive energy to undo a debilitating effect. - Hallow 5th Level (Evocation)
You touch a point and infuse an area around it with holy (or unholy) power. - Insect Plague 5th Level (Conjuration)
Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. - Legend Lore 5th Level (Divination)
Name or describe a person, place, or object. - Mass Cure Wounds 5th Level (Conjuration)
A wave of healing energy washes out from a point of your choice within range. - Planar Binding 5th Level (Abjuration)
With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. - Raise Dead 5th Level (Necromancy)
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. - Scrying 5th Level (Divination)
You can see and hear a particular creature you choose that is on the same plane of existence as you.
6th Level
- Blade Barrier 6th Level (Evocation)
You create a vertical wall of whirling, razor-sharp blades made of magical energy. - Create Undead 6th Level (Necromancy)
You can cast this spell only at night. - Find the Path 6th Level (Divination)
This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. - Forbiddance 6th Level (Abjuration)
You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. - Harm 6th Level (Necromancy)
You unleash a virulent disease on a creature that you can see within range. - Heal 6th Level (Evocation)
Choose a creature that you can see within range. - Heroes' Feast 6th Level (Conjuration)
You bring forth a great feast, including magnificent food and drink. - Planar Ally 6th Level (Conjuration)
You beseech an otherworldly entity for aid. - True Seeing 6th Level (Divination)
This spell gives the willing creature you touch the ability to see things as they actually are. - Word of Recall 6th Level (Conjuration)
You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary.
7th Level
- Conjure Celestial 7th Level (Conjuration)
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. - Divine Word 7th Level (Evocation)
You utter a divine word, imbued with the power that shaped the world at the dawn of creation. - Etherealness 7th Level (Transmutation)
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. - Fire Storm 7th Level (Evocation)
A storm made up of sheets of roaring flame appears in a location you choose within range. - Plane Shift 7th Level (Conjuration)
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. - Regenerate 7th Level (Transmutation)
You touch a creature and stimulate its natural healing ability. - Resurrection 7th Level (Necromancy)
You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. - Symbol 7th Level (Abjuration)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest).
8th Level
- Antimagic Field 8th Level (Abjuration)
A 10-foot-radius invisible sphere of antimagic surrounds you. - Control Weather 8th Level (Transmutation)
You take control of the weather within 5 miles of you for the duration. - Earthquake 8th Level (Evocation)
You create a seismic disturbance at a point on the ground that you can see within range. - Holy Aura 8th Level (Abjuration)
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you.
9th Level
- Astral Projection 9th Level (Necromancy)
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). - Gate 9th Level (Conjuration)
You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. - Mass Heal 9th Level (Conjuration)
A flood of healing energy flows from you into injured creatures around you. - True Resurrection 9th Level (Necromancy)
You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age.