5E Spells

SL

CF

Spell

Source

Effect

0

1

Acid Splash

Wiz5e

1 or 2 adjacent targets, DAM: 1d6, Acid, DAM: Add extra 1d6 at 5th level, 11th level, and 17th level., DEX (Fail)

0

1

Blade Ward

Wiz5e

Self, Gain resistance to bludgeoning/piercing/slashing DMG from weapons.

0

1

Chill Touch

Wiz5e

1 creature, DAM: 1d6, Necrotic, Extra 1d6 DAM at 5th level, 11th level, and 17th level. Can't regain HP., Ranged Spell Attack

0

1

Dancing Lights

Wiz5e

Create 4 glowing, hovering objects that shed light out 10 ft. Can move 60 ft.

0

1

Eldritch Blast

Wiz5e

1 target, DAM: 1d10, Force, Beam. 2 beams at 5th level, 3 at 11th, 4 at 17th. Can choose different targets., Ranged Spell Attack

0

1

Fire Bolt

Wiz5e

1 creature/object, DAM: 1d10, Fire, DAM at 5th level: 2d10, at 11th level: 3d10, at 17th level: 4d10., Ranged Spell Attack

0

1

Friends

Wiz5e

1 non-hostile creature, Advantage on CHA checks to target, who knows magic used once spell ends.

0

1

Light

Wiz5e

1 object <= 10 ft. cube, Object sheds light in 20 ft. radious. Hostile targets get DEX save., DEX (Fail)

0

1

Mage Hand

Wiz5e

Create spectral hand that manipulates objects. Can pick up <= 10 lbs.

0

1

Mending

Wiz5e

1 object, Mends one break or tear no larger than 1ft. in a mundane object.

0

1

Message

Wiz5e

1 creature in range, Point at target and whisper a message. They can whisper a response.

0

1

Minor Illusion

Wiz5e

5 ft. cube, Create illusory sound or image. Investigation check against spell DC to detect.

0

1

Poison Spray

Wiz5e

1 creature, DAM: 1d12, Poison, DAM increase. 5th level: 2d12, 11th level: 3d12, 17th level: 4d12., CON (Fail)

0

1

Prestidigitation

Wiz5e

Create minor magical effect. See Sourcebook.

0

1

Ray of Frost

Wiz5e

1 creature in range, DAM: 1d8, Cold, Speed -10ft. DAM increase. 5th level: 2d8, 11th level: 3d8, 17th level: 4d8., Ranged Spell Attack

0

1

Shocking Grasp

Wiz5e

1 creature, DAM: 1d8, Lightning, Target can't take reactions until next turn. Advantage if target has metal armor., Melee Spell Attack

0

1

True Strike

Wiz5e

1 creature, Next turn you gain advantage on first attack against the target.

1

1

Alarm

Wiz5e

1 door/window/area, Audible or silent alarm triggered on entry by those you haven't said can enter

1

1

Armor of Agathys

Wiz5e

Self, DAM: 5, Cold, Gain 5 THP. Melee attackers take 5 DAM.

1

1

Arms of Hadar

Wiz5e

10 ft. radius, DAM: 2d6, Necrotic, Targets can't take reactions until next turn, STR (Half DAM, no effect)

1

1

Burning Hands

Wiz5e

15 ft. cone, DAM: 3d6, Fire, Flammable objects ignite., DEX (Half DAM)

1

1

Charm Person

Wiz5e

1 humanoid, Charm target so it treats you as friendly. Gets advantage to save if fighting you., Wisdom (Fail)

1

1

Chromatic Orb

Wiz5e

1 creature, DAM: 3d8, See Details, Choose type: acid, cold, fire, lightning, poison, or thunder., Ranged Spell Attack

1

1

Color Spray

Wiz5e

15 ft. cone, Blinds 6d10 HP worth of creatures, starting with lowest HP.

1

1

Comprehend Languages

Wiz5e

Know literal meaning of any speech. Understand written words while touching.

1

1

Detect Magic

Wiz5e

30 ft. radius, Sense presence of magic. Use action to see auras around creatures/objects.

1

1

Disguise Self

Wiz5e

Self, Create illusion to appear as someone else. Foiled by Investigation vs. spell DC.

1

1

Expeditious Retreat

Wiz5e

Self, You can take Dash as a bonus action until spell ends.

1

1

False Life

Wiz5e

Self, You gain 1d4+4 temp HP.

1

1

Feather Fall

Wiz5e

<= 5 falling creatures, Targets' descent slows to 60 ft. per round, takes no DAM, and can land on feet.

1

1

Find Familiar

Wiz5e

Gain the service of a familiar. See Sourcebook.

1

1

Fog Cloud

Wiz5e

20 ft. radius sphere, Creates a foggy sphere. Can be banished by moderate wind.

1

1

Grease

Wiz5e

10 ft. square, Creatures in area or entering area fall prone if they fail DEX save., DEX (Fail)

1

1

Hellish Rebuke

Wiz5e

1 creature that damaged you, DAM: 2d10, Fire, Magical counterattack to taking damage., DEX (Half DAM)

1

1

Hex

Wiz5e

1 creature, Target takes 1d6 necrotic DAM when you hit it;disadvantage on ability of choice.

1

1

Identify

Wiz5e

1 object, Learn what an item is and what spells affect it.

1

1

Illusory Script

Wiz5e

writing surface, Write magical script on surface that only designated people can read.

1

1

Jump

Wiz5e

1 creature, Target's jump distance tripled until spell ends.

1

1

Longstrider

Wiz5e

1 creature, Target's speed increases by 10 ft.

1

1

Mage Armor

Wiz5e

1 willing creature, If target isn't wearing armor, its base AC becomes 13 + DEX modifier.

1

1

Magic Missile

Wiz5e

Any creature in range., DAM:(1d4+1)x3, Force, You choose the target for each dart that does 1d4+1 DAM.

1

1

Protection from Evil and Good

Wiz5e

1 willing creature, Protect against certain types of creatures. See Sourcebook.

1

1

Ray of Sickness

Wiz5e

1 creature in range, DAM: 2k8, Poison, Target also makes CON save. On fail, poisoned until end of next turn., Ranged Spell Attack

1

1

Shield

Wiz5e

Self, Gain +5 bonus to AC, including triggering attack. Negates Magic Missile attacks.

1

1

Silent Image

Wiz5e

15 ft. cube, Create visual-only illusion. Use action to make it move. Investigation to discover.

1

1

Sleep

Wiz5e

20 ft. radius, 5d8 total HP of creatures in area fall asleep. Go in order of lowest HP to hightest.

1

1

Tasha's Hideous Laughter

Wiz5e

1 creature, Target (INT > 4) is prone, incapacitated, can't stand. WIS save each turn to end., WIS (Fail)

1

1

Tenser's Floating Disk

Wiz5e

3 ft. diameter circle, Create floating disk that holds 500 lbs and stays within 20 ft. of you.

1

1

Thunderwave

Wiz5e

15 ft. cube, DAM: 2d8, Thunder, Creatures failing save and objects pushed 10 ft. Boom heard for 300 ft., CON (Half DAM, no push)

1

1

Unseen Servant

Wiz5e

Create invisible force that can perform simple, menial tasks for you.

1

1

Witch Bolt

Wiz5e

1 creature, DAM: 1d12, Lightning, Use action to auto hit target hit last round for 1d12 lightning DAM if in range., Ranged Spell Attack

2

1

Alter Self

Wiz5e

Self, Choose one: breathe/swim underwater, natural weapons, change appearance

2

1

Arcane Lock

Wiz5e

1 openable object, Locks object until password is spoken or dispel/knock. Object break DC +10.

2

1

Blindness/Deafness

Wiz5e

1 creature, Target becomes blind or deaf (your choice)., CON per turn (Fail)

2

1

Blur

Wiz5e

Self, Creatures relying on sight have disadvantage to attack.

2

1

Cloud of Daggers

Wiz5e

5 ft. cube, DAM: 4d4, Slashing, DAM taken on entering or starting turn in area.

2

1

Continual Flame

Wiz5e

1 object, Heatless flame comes from object. Can be covered but not snuffed out.

2

1

Crown of Madness

Wiz5e

1 humanoid, Charm humanoid to attack your target of choice. Use action to keep control., WIS every turn (Fail)

2

1

Darkness

Wiz5e

15 ft. radius sphere, Creates darkness normal light can't dispel. Dispels light spells <= 2nd level.

2

1

Darkvision

Wiz5e

1 willing creature, Grants creature darkvision (60 ft.) but can't see in Darkness aura.

2

1

Detect Thoughts

Wiz5e

30 ft. radius, Read thoughts of those around you. See Sourcebook., See Sourcebook.

2

1

Enhance Ability

Wiz5e

1 creature, Target creature gains a beneficial effect. See Sourcebook.

2

1

Enlarge/Reduce

Wiz5e

1 creature or object, Enlarge or reduce target. See Sourcebook., CON (Fail)

2

1

Enthrall

Wiz5e

Any targets in range, Disadvantage to see anybody but you; attacked ones have advantage to save., WIS (Fail)

2

1

Flaming Sphere

Wiz5e

5 ft. diameter sphere, DAM: 2d6, Fire, Creatures next to spheres at end of turn take DAM. Move spheres 30 ft., DEX (Half DAM)

2

1

Gentle Repose

Wiz5e

1 corpse, Preserves corpse. Extends time limit of Raise Dead spell.

2

1

Gust of Wind

Wiz5e

60 ft. line 10 ft. wide, Push targets 15 ft. in directon of wind. Creatures move half speed against wind., STR (Fail)

2

1

Hold Person

Wiz5e

1 humanoid, Target is paralyzed. New saving throw at end of turn., WIS (Fail)

2

1

Invisibility

Wiz5e

1 creature, Target becomes invisible. Ends if target attacks or casts a spell.

2

1

Knock

Wiz5e

1 openable object, Open mundane lock or suppress an Arcane Lock for 10 minutes. Loud knock.

2

1

Levitate

Wiz5e

1 creature or object, Target <= 500 lbs. floats 20 ft.Can move up/down 20ft./turn. Floats down on end., CON (Fail)

2

1

Locate Object

Wiz5e

1 object familiar to you, Sense object direction within 1000 ft. or locate it within 30 ft.

2

1

Magic Mouth

Wiz5e

1 object, Magic mouth repeats <= 25 word message once condition is met.

2

1

Magic Weapon

Wiz5e

1 nonmagical weapon, Nonmagical weapon becomes +1.

2

1

Melf's Acid Arrow

Wiz5e

1 target, DAM: 4d4, Acid, Half DAM on miss. On hit, target also takes 2d4 acid DAM at end of next turn., Ranged Spell Attack

2

1

Mirror Image

Wiz5e

Self, Create duplicates that make you harder to hit. See Sourcebook.

2

1

Misty Step

Wiz5e

Self, Teleport <= 30 ft. away to unoccupied location.

2

1

Nystul's Magic Aura

Wiz5e

1 creature or object, Divination spells reveal false info about target. See Sourcebook.

2

1

Phantasmal Force

Wiz5e

1 creature, Affect target with illusion. Can DAM for 1d6 Psychic. See Sourcebook., INT (Fail)

2

1

Ray of Enfeeblement

Wiz5e

1 creature in range, Target deals 1/2 DMG with STR weapon attacks. CON save to end at turn's end., Ranged Spell Attack

2

1

Rope Trick

Wiz5e

60 ft. rope, Climb rope to other space that can hide 8 Medium creatures. Can see outside.

2

1

Scorching Ray

Wiz5e

<= 3 creatures, DAM: 2d6x3, Fire, Shoot 3 rays at up to 3 targets., Ranged Spell Attack

2

1

See Invisibility

Wiz5e

Self, See invisible and ethereal creatures.

2

1

Shatter

Wiz5e

10 ft. sphere, DAM: 3d8, Thunder, Inorganic creatures have disadvantage to save. Objects take DAM too., CON (Half DAM)

2

1

Spider Climb

Wiz5e

1 willing creature, Target can walk on walls or ceiling. Climbing speed becomes walking speed.

2

1

Suggestion

Wiz5e

1 creature, Target follows reasonable course of action you suggest. Can specify conditions., WIS (Fail)

2

1

Web

Wiz5e

20 ft. cube, Every turn:DEX save or restrain;STR save to escape.Burning webs:2d4 fire DAM., DEX (Fail)

3

1

Animate Dead

Wiz5e

<= Medium corpse, Creates skeleton or zombie servant that accepts simple directions

3

1

Bestow Curse

Wiz5e

1 creature, Curse target. See Sourcebook., WIS (Fail)

3

1

Blink

Wiz5e

Self, Roll 11 or higher to go to Ethereal plane between turns; reapper within 10ft.

3

1

Clairvoyance

Wiz5e

Create sensor in area you can see or hear through.

3

1

Counterspell

Wiz5e

1 Spellcaster, Interrupt spell <= 4th. You make casting ability check (DC 10 + spell level)., See Details.

3

1

Daylight

Wiz5e

60 ft. radius sphere, Creates bright light. Dispels darkness spells <= 3rd level it overlaps with.

3

1

Dispel Magic

Wiz5e

1 creature/object/magical effect, End spell <= 3rd level. For >= 4th level, casting ability check DC=10+spell level.

3

1

Fear

Wiz5e

30 ft. cone, Targets drop everything and use Dash to run away. WIS save once out of sight., WIS (Fail)

3

1

Feign Death

Wiz5e

1 willing creature, Creature appears dead. Resists all non-psychic DMG. Disease/poison delayed.

3

1

Fireball

Wiz5e

20 ft. radius sphere, DAM: 8d6, Fire, Fire spreads around corners and ignites flammable objects., DEX (Half DAM)

3

1

Fly

Wiz5e

1 willing creature, Target gains fly (60 ft.). Fall if spell ends while in air.

3

1

Gaseous Form

Wiz5e

1 willing creature, Cloud form. Fly(10ft.). Resist nonmagical DMG. STR/DEX/CON save advantage.

3

1

Glyph of Warding

Wiz5e

See Sourcebook., Create a magical trap. See Sourcebook.

3

1

Haste

Wiz5e

1 willing creature, Doubles speed. +2 AC. Advantage on DEX saves. Additional action to Dash.

3

1

Hunger of Hadar

Wiz5e

20 ft. radius sphere, Start turn in area: 2d6 cold DAM.End turn in area: DEX save or 2d6 acid DAM.

3

1

Hypnotic Pattern

Wiz5e

30 ft. cube, Creatures charmed, incapacitated, speed = 0. Spell ends on DAM or shaking., WIS (Fail)

3

1

Leomund's Tiny Hut

Wiz5e

10 ft. radius hemisphere, Protect <= 9 creatures in hut from spells, creatures, elements.

3

1

Lightning Arrow

Wiz5e

1 target, DAM: 4d8, Lightning, Creatures within 10 ft. of initial target also take 2d8 DAM (DEX save for half)., Ranged Weapon Attack.

3

1

Lightning Bolt

Wiz5e

100 ft. line, DAM: 8d6, LIghtning, Lightning ignites flammable objects., DEX (Half DAM)

3

1

Magic Circle

Wiz5e

10 ft. rad., 20 ft. high cylinder, Hinder one creature type within cylinder. See Sourcebook.

3

1

Major Image

Wiz5e

20 ft. cube, Create image of object including sounds, smells. Investigation check to foil.

3

1

Nondetection

Wiz5e

1 object, place, or willing target, Hide target from all divination and scrying magic.

3

1

Phantom Steed

Wiz5e

You and 1 other can ride phantom steed. Speed=100ft or 10mph (13 fast).

3

1

Protection from Energy

Wiz5e

1 creature, Creature gains resistance to one of: acid, cold, fire, lightning, or thunder.

3

1

Remove Curse

Wiz5e

1 creature or object, Remove curse creature or break object's curse attunement to any target.

3

1

Sending

Wiz5e

1 creature, Send <= 25 word message to known creature. Get similar reply.

3

1

Sleet Storm

Wiz5e

40 ft. rad. 20 ft. tall cylinder, Difficult terrain.Each turn,DEX save or fall prone,CON save or lose concentration., DEX (Fail)

3

1

Slow

Wiz5e

<= 6 creatures in 40 ft. cube, Affected creatures become slowed. See Sourcebook., WIS (Fail)

3

1

Stinking Cloud

Wiz5e

20 ft. radius sphere, Creatures that need to breathe spend turn retching. Wind disperses cloud., CON (Fail)

3

1

Tongues

Wiz5e

1 creature, Target understands any spoken language and is understood by everyone else.

3

1

Vampiric Touch

Wiz5e

Self, DAM: 3d6, Necrotic, Each time you hit a target, you also HEAL half of the DAM you cause., Melee Spell Attack

3

1

Water Breathing

Wiz5e

<= 10 willing creatures, Creatures gain ability to breathe underwater using normal respiration.

3

1

Water Walk

Wiz5e

<= 10 willing creatures, Creaturess walk on liquid, rise 60 ft. per round if under. Still take other damage.

4

1

Arcane Eye

Wiz5e

Create invisible eye with darkvision(30ft) moves 30ft/rd you can see through.

4

1

Banishment

Wiz5e

1 target, Banish target to another plane; native of other plane doesn't return after 1 min., CHA (Fail)

4

1

Blight

Wiz5e

1 creature, DAM: 8d8, Necrotic, Plants have disadvantage on save and take max DAM., CON (Half DAM)

4

1

Confusion

Wiz5e

10 ft. radius sphere, Targets can't take reactions and do random actions. See Sourcebook., WIS (Fail)

4

1

Conjure Minor Elementals

Wiz5e

Summon elementals (total CR <= 2) that obey commands.

4

1

Control Water

Wiz5e

100 ft. cube, Control water. See Sourcebook.

4

1

Dimension Door

Wiz5e

Self (and ally within 5 ft.), Teleport yourself and ally to location. If occupied, 4d6 force DAM and spell fails.

4

1

Dominate Beast

Wiz5e

1 beast, Charm beast to give it commands. Has advantage to save if attacking it., WIS (Fail)

4

1

Evard's Black Tentacles

Wiz5e

20 ft. square, DAM: 3d6, Bludgeoning, Also restrained. Restrained take DAM every turn. STR/DEX check to get free., DEX while in area (Fail)

4

1

Fabricate

Wiz5e

10 ft. cube, Convert raw materials into object no bigger than 5 ft. cube.

4

1

Fire Shield

Wiz5e

Self, DAM: 2d8, Fire/Cold, Choose warm or chill shield. Melee attackers take DMG. Light out 10 ft./20 ft.

4

1

Greater Invisibility

Wiz5e

Self or willing creature, Become invisible until spell ends.

4

1

Hallucinatory Terrain

Wiz5e

150 ft. cube, Make natural terrain seem like other terrain. Investigation check to disbelieve.

4

1

Ice Storm

Wiz5e

20 ft. rad, 40ft. high cylinder, DAM: 2d8+4d6, Bludgeoning+Cold, Storm's area of effect becomes difficult terrain until end of next turn., DEX (Half DAM)

4

1

Leomund's Secret Chest

Wiz5e

1 chest, Transport chest back and forth from Ethereal Plane using replica.

4

1

Locate Creature

Wiz5e

1 creature familiar to you, Sense creature direction within 1000 ft. or locate it within 30 ft.

4

1

Mordenkainen's Faithful Hound

Wiz5e

DAM: 4d8, Piercing, Spectral hound guards area and can attack hostiles. See Sourcebook.

4

1

Mordenkainen's Private Sanctum

Wiz5e

<= 100 ft. cube, Create magically secure area. See Sourcebook.

4

1

Otiluke's Resilient Sphere

Wiz5e

1 creature or object, Trap creature in sphere. Sphere only destroyed by Disintegrate spell., DEX (Fail)

4

1

Phantasmal Killer

Wiz5e

1 creature, DAM: 4d10, Psychic, Target is frightened and takes DAM at start of turn if it doesn't save., WIS (Fail)

4

1

Polymorph

Wiz5e

1 creature, Transform creature's form. All stats change. Limited to actions of new form., WIS (Fail)

4

1

Stone Shape

Wiz5e

5 ft. cube, Reshape stone into any rough shape you wish.

4

1

Stoneskin

Wiz5e

1 willing creature, Target gains resistance to nonmagical bludgeoning, piercing, and slashing DMG.

4

1

Wall of Fire

Wiz5e

See Sourcebook., DAM: 5d8, Fire, Those entering or ending turn on one side of the wall take 5d8 fire DAM., DEX (Half DAM)

5

1

Animate Objects

Wiz5e

<= 10 objects, Animate objects to accept simple commands.

5

1

Bigby's Hand

Wiz5e

See Sourcebook., Force, Create giant hand to do various things. See Sourcebook.

5

1

Cloudkill

Wiz5e

20 ft. radius sphere, DAM: 5d8, Poison, DAM taken on entering or starting turn in area. Fog moves away 10 ft. per turn., CON (Half DAM)

5

1

Cone of Cold

Wiz5e

60 ft. cone, DAM: 8d8, Cold, Creatures killed become frozen statues., CON (Half DAM)

5

1

Conjure Elemental

Wiz5e

Summon elemental CR <= 5. Obeys commands. Hostile if control is lost.

5

1

Contact Other Plane

Wiz5e

DAM: 6d6, Psychic, Contact extraplanar being. YOU make save. 1-word answers to 5 questions., INT DC:15(DAM, insane for day)

5

1

Creation

Wiz5e

Make nonliving object no larger than 5 ft. cube. See Sourcebook.

5

1

Dominate Person

Wiz5e

1 person, Charm humanoid to give it commands. Has advantage to save if attacking it., WIS (Fail)

5

1

Dream

Wiz5e

1 creature, See Sourcebook., See Sourcebook., Shape creature's dreams. See Sourcebook., See Sourcebook.

5

1

Geas

Wiz5e

1 creature, See Details., See Details., Target must perform task you set. 5d10 psychic DAM whenever it disobeys., WIS (Fail)

5

1

Hold Monster

Wiz5e

1 creature, Target is paralyzed. New saving throw at end of turn. Doesn't work on undead., WIS (Fail)

5

1

Insect Plague

Wiz5e

20 ft. radius sphere, DAM: 4d10, Piercing, Targets make save when swarm created or entering or exiting it., CON (Half DAM)

5

1

Legend Lore

Wiz5e

1 person, place, or object, Learn lore about target. Information is accurate but might use figurative words.

5

1

Mislead

Wiz5e

Self, Become invisible and create illusory double. Use action to move your double.

5

1

Modify Memory

Wiz5e

Reshape another creature's memories. See Sourcebook., WIS (Fail)

5

1

Passwall

Wiz5e

Create 5ft wide, 8ft tall,20ft deep opening in wall, ceiling, or floor.

5

1

Planar Binding

Wiz5e

1 extraplanar creature, Bind celestial, elemental, fey, or fiend to serve you for spell duration., CHA (Fail)

5

1

Rary's Telepathic Bond

Wiz5e

<= 8 willing creatures, Targets can communicate telepathically with each other, but not to other planes.

5

1

Scrying

Wiz5e

1 creature, Spy on a target located on the same plane as you. See Sourcebook., WIS (Fail)

5

1

Seeming

Wiz5e

Any creatures in range, Disguise willing or unwillig creatures as other similar creatures, including outfits., CHA (Fail)

5

1

Telekinesis

Wiz5e

Creatures or objects in range, Move objects or creatures with your mind. See Sourcebook.

5

1

Teleportation Circle

Wiz5e

10 ft. diameter circle, Any stepping inside circle teleport to permanent teleportation circle.

5

1

Wall of Force

Wiz5e

See Sourcebook., Create impenetrable wall (even into Ethereal Plane) only unmade by Disintegrate.

5

1

Wall of Stone

Wiz5e

See Sourcebook., Create wall of stone or other stone structure. See Sourcebook., DEX (Move away, not trapped)

6

1

Arcane Gate

Wiz5e

Point(10ft),Point(500ft.), Create two linked portals 10ft. across anybody can travel between.

6

1

Chain Lightning

Wiz5e

1 target, then 3 within 30ft., DAM: 10d8, Lightning, Bolt hits one target then forks to up to 3 others., DEX (Half DAM)

6

1

Circle of Death

Wiz5e

60 ft. radius sphere, DAM: 8d6, Necrotic, CON (Half DAM)

6

1

Conjure Fey

Wiz5e

Summon fey CR <= 6. Obeys commands. Hostile if control is lost.

6

1

Contingency

Wiz5e

Self, Spell <= 5th level activates when condition occurs. That spell's slot used too.

6

1

Create Undead

Wiz5e

Create undead to serve you for 24 hours. See Sourcebook.

6

1

Disintegrate

Wiz5e

1 creature, DAM: 10d6+40, Force, If target drops to 0 HP, is disintegrated. Only revived by True Resurrection., DEX (Fail)

6

1

Drawmij's Instant Summons

Wiz5e

1 object <= 10 lb., Speak item name and crush gem to summon object unless it's held by other.

6

1

Eyebite

Wiz5e

1 creature within 60 ft., Affect targets negatively. New target each turn. See Sourcebook., WIS (Fail)

6

1

Flesh to Stone

Wiz5e

1 creature, Restrained on first fail. Petrified after 3 fails., CON (Fail)

6

1

Globe of Invulnerability

Wiz5e

10 ft. radius sphere, Spells <= 5th level cannot affect those within the globe.

6

1

Guards and Wards

Wiz5e

See Sourcebook., Protect an area of space. See Sourcebook.

6

1

Magic Jar

Wiz5e

Your soul enters an external object. See sourcebook.

6

1

Mass Suggestion

Wiz5e

<= 12 creatures, Make creatures accept reasonable sounding suggestions. See Sourcebook., WIS (Fail)

6

1

Move Earth

Wiz5e

40 ft. square of terrain, Reshape dirt, sand, or clay. Can move to different square after 10 minutes.

6

1

Otiluke's Freezing Sphere

Wiz5e

60 ft. radius sphere, DAM: 10d6, Cold, Water freezes. Can give globe to another who fires it and spell takes effect then., CON (Half DAM)

6

1

Otto's Irresistable Dance

Wiz5e

1 creature, No movement.Disadvantage on DEX saves and attacks.Use action to WIS save.

6

1

Programmed Illusion

Wiz5e

30 ft. cube, Create illusion that performs specific action triggered by specific action.

6

1

Sunbeam

Wiz5e

60 ft. line, DAM: 6d8, Radiant, Creatures are blinded until your next turn. Use your action to make a new line., CON (Half DAM, no blindness)

6

1

True Seeing

Wiz5e

1 willing creature, Target creature gains truesight, sees secret doors, Ethereal Plane. Range 120 ft.

6

1

Wall of Ice

Wiz5e

See Sourcebook., DAM: 10d6, Cold, Ice:AC 12, 30 HP. Moving through ice:take 5d6 cold DAM or CON save for half., DEX (Half DAM)

7

1

Delayed Blast Fireball

Wiz5e

20 ft. radius sphere, DAM: 12d6, Fire, Creates spot where fireball will erupt. See Sourcebook., DEX (Half DAM)

7

1

Etherealness

Wiz5e

Self, Become ethereal. Move up/down at half speed. Can't see past 60 ft.

7

1

Finger of Death

Wiz5e

1 creature, DAM: 7d8+30, Necrotic, Humanoids killed rise as a zombie next turn permanently under your control., CON (Half DAM)

7

1

Forcecage

Wiz5e

20 ft. square or 10 ft. cube, Creatures stuck in cage can only leave using magic after CHA save., See Details.

7

1

Mirage Arcane

Wiz5e

1 square mile, Create audo,visual,tactile, and olfactory illusion. Only Truesight can detect.

7

1

Mordenkainen's Magnificent Mansion

Wiz5e

Summon portal to 50000 cubic ft. mansion with food for 100 people.

7

1

Mordenkainen's Sword

Wiz5e

DAM: 3d10, Force, Use bonus action each turn to move sword <= 20 ft. and attack again., Melee Spell Attack

7

1

Plane Shift

Wiz5e

1 unwilling or Self + 8 willing, Transport to another plane. You specify general location or teleportation circle., Melee Spell Attack + CHA (Fail)

7

1

Prismatic Spray

Wiz5e

60 ft. cone, See Sourcebook., See Sourcebook., Send a rainbow of negative effects at enemies. See Sourcebook., See Sourcebook.

7

1

Project Image

Wiz5e

Create image of self you can see/hear/speak/move (x2 speed) through.

7

1

Reverse Gravity

Wiz5e

50 ft. radius, Creatures fall upwards, taking falling damage. Fall again once spell ends., DEX (grab fixed object)

7

1

Sequester

Wiz5e

1 willing creature or object, Hide target from detection, falls into suspended animation. Condition can end it.

7

1

Simulacrum

Wiz5e

Create duplicate of beast or humanoid that obeys your commands.

7

1

Symbol

Wiz5e

1 surface or object, See Sourcebook., See Sourcebook., Inscribe harmful magical glyph on surface. See Sourcebook., See Sourcebook.

7

1

Teleport

Wiz5e

Self and <= 8 creatures, Teleport yourself and willing creatures to a distant location. See Sourcebook.

8

1

Antimagic Field

Wiz5e

Self, Erects a sphere around you in which all magic no longer works.

8

1

Antipathy/Sympathy

Wiz5e

1 Huge or smaller target, Target object/creature attracts or repels specifc creature types., WIS (Fail)

8

1

Clone

Wiz5e

Create clone of living person; soul transfers to clone if original dies.

8

1

Control Weather

Wiz5e

5 mile radius, Control the weather. See Sourcebook.

8

1

Demiplane

Wiz5e

Create door to 30 ft. cubic room in demiplane. Trapped if there when spell ends.

8

1

Dominate Monster

Wiz5e

1 creature, Charm monster to give it commands. Has advantage to save if attacking it., WIS (Fail)

8

1

Earthquake

Wiz5e

100 ft. radius, Create a seismic disturbance with various effects. See Sourcebook., See Sourcebook.

8

1

Feeblemind

Wiz5e

1 creature, DAM: 4d6, Psychic, Creature INT and CHA scores become 1. See Sourcebook., INT (DMG, but no INT effect)

8

1

Glibness

Wiz5e

Self, Can replace CHA check rolls with a 15. Spells always detect you telling truth.

8

1

Incendiary Cloud

Wiz5e

20 ft. radius sphere, DAM: 10d8, Fire, Targets make save when cloud created or entering or exiting it. Cloud move: 10ft., DEX every turn (Half DMG)

8

1

Maze

Wiz5e

1 creature, Target uses action each turn to make INT check (DC 20) to escape., See Details

8

1

Mind Blank

Wiz5e

1 willing creature, Target immune to psychic damage, charm, mind reading, divinations.

8

1

Power Word Stun

Wiz5e

1 creature, Target <= 150 HP is stunned. Nothing otherwise. CON save at end of turn to end., See Details.

8

1

Sunburst

Wiz5e

60 ft. radius sphere, DAM: 12d6, Radiant, Creatures are blinded for 1 minute (CON save at end of turn to end)., CON (Half DAM, no blindness)

8

1

Telepathy

Wiz5e

1 willing creature, Telepathically communicate words, sounds, images with target (INT >= 1).

9

1

Astral Projection

Wiz5e

Self and 8 willing targets, Project to Astral Plane. See Sourcebook.

9

1

Foresight

Wiz5e

1 willing creature, Not surprised. Advantage:attacks,checks,saves. Disadvantage getting attacked.

9

1

Gate

Wiz5e

5-20 ft. diameter gate, Create portal to precise location on another plane or near a specific person.

9

1

Imprisonment

Wiz5e

1 creature, Magically restrain a creature. See sourcebook., WIS (Fail)

9

1

Meteor Swarm

Wiz5e

40 ft. radius sphere, DAM20d6+20d6, Fire+Bludgeoning, Also damages objects and ignites flammable objects., DEX (Half DAM)

9

1

Power Word Kill

Wiz5e

1 creature, See Details., If target has <= 100 HP, it dies instantly. No effect otherwise. No saving throw.

9

1

Prismatic Wall

Wiz5e

90x30 ft wall or 30ft dia. sphere, See Sourcebook., See Sourcebook., Create multicolored barrier with various effects. See Sourcebook., See Sourcebook.

9

1

Shapechange

Wiz5e

Self, Assume the form of a different creature. See Sourcebook.

9

1

Time Stop

Wiz5e

Stop time. Take 1d4+1 turns alone. Spell ends if you affect others in any way.

9

1

True Polymorph

Wiz5e

1 creature or nonmagical object, Transform a creature/object into a different creature/object. See Sourcebook.

9

1

Weird

Wiz5e

30 ft. radius, DAM: 4d10, Psychic, Affected creatures make WIS saves each turn and take DAM until they save., WIS (Fail)

9

1

Wish

Wiz5e

Self, Replicate and spell <= 8th level or other powerful effect granted. See Sourcebook.

1

1

Hail of Thorns

War5e

Self, DAM: 1d10, Piercing, Target hit by ranged attack and those adjacent who fail save hit by thorns., DEX (Half DAM)

2

1

Cordon of Arrows

War5e

Spell components, DAM: 1d6, Piercing, Ammo fired at creatures within 30 ft. Spell ends when ammo gone., DEX (Fail)

3

1

Conjure Barrage

War5e

60 ft. cone, DAM: 3d8, See Details, Damage type is same as ammo/weapon used as component., DEX (Half DAM)

5

1

Conjure Volley

War5e

40 ft. radius, 20 ft. high cylinder, DAM: 8d8, See Details, Damage type is same as ammo/weapon used as component., DEX (Half DAM)

5

1

Swift Quiver

War5e

Spell component, Quiver produces endless ammo.Use bonus action for 2 attacks using ammo.

0

1

Druidcraft

Pri5e

See Sourcebook., Create minor druidic effect. See Sourcebook.

0

1

Guidance

Pri5e

1 willing creature, Once, add 1d4 to an ability check.

0

1

Produce Flame

Pri5e

DAM: 1d8, Fire, Create flame. DAM increase. 5th level: 2d8, 11th level: 3d8, 17th level: 4d8., Ranged Spell Attack

0

1

Resistance

Pri5e

1 willing creature, Once before spell ends, add 1d4 to a saving throw. Roll before or after save.

0

1

Sacred Flame

Pri5e

1 creature, DAM: 1d8, Fire, No cover. DAM increase. 5th level: 2d8, 11th level: 3d8, 17th level: 4d8., DEX (Fail)

0

1

Shillelagh

Pri5e

1 club or quarterstaff, Use casting ability instead of STR for attack,damage. Weapon does 1d8 DMG.

0

1

Spare the Dying

Pri5e

1 living creature at 0 HP, Stabilize dying creature. No effect on undead or constructs.

0

1

Thaumaturgy

Pri5e

Create minor magical effect. See Sourcebook.

0

1

Thorn Whip

Pri5e

DAM: 1d6, Piercing, Pulled 10 ft to root. DAM increase. 5th level: 2d6, 11th level: 3d6, 17th level: 4d6., Melee Spell Attack

1

1

Animal Friendship

Pri5e

1 beast, Charm beasts with INT <= 3; spell fails if you hurt beast, WIS (Fail)

1

1

Bane

Pri5e

<= 3 creatures, Targets' attack rolls and saving throws are deducted 1d4., CHA (Fail)

1

1

Bless

Pri5e

<= 3 creatures, Targets add 1d4 to attack rolls and saving throws.

1

1

Command

Pri5e

1 creature, Speak 1 word command to target. Can't cause harm. Doesn't affect undead., WIS (Fail)

1

1

Compelled Duel

Pri5e

1 creature, Compel target to attack you one-on-one. See Sourcebook., WIS (Fail)

1

1

Create or Destroy Water

Pri5e

10 gal. water/30 ft. cube of fog, Create/destroy 10 gal. of water or 30 ft. cube of rain/fog.

1

1

Cure Wounds

Pri5e

1 creature, See Details, HEAL: 1d8 + spellcasting ability modifier. No effect on undead or constructs.

1

1

Detect Evil and Good

Pri5e

30 ft. radius, Know location of aberration,celestial,elemental,fey,fiend,undead,(un)holy ground.

1

1

Detect Poison and Disease

Pri5e

30 ft. radius, Sense location and type of disease, poison, or poisonous creature.

1

1

Divine Favor

Pri5e

Self, Your weapon attacks deal extra 1d4 radiant DAM on a hit.

1

1

Ensnaring Strike

Pri5e

Attack target, DAM: 1d6 a turn, Piercing, Restrain target. Large and bigger creatures have advantage to save., STR (Fail)

1

1

Entangle

Pri5e

20 ft. square, Creatures become restrained.Use action to use STR against spell DC to escape., STR (Fail)

1

1

Faerie Fire

Pri5e

20 ft. cube, Objects/creatures in cube are outlined in light and are attacked with advantage., DEX (No Light)

1

1

Goodberry

Pri5e

Create <= 10 berries that HEAL 1 HP each. Expire after 24 hours.

1

1

Guiding Bolt

Pri5e

1 creature, DAM: 4d6, Radiant, Next attack roll against target before end of your next turn has advantage., Ranged Spell Attack

1

1

Healing Word

Pri5e

1 creature, Target HEAL 1d4 + spellcasting ability. No effect on constructs/undead.

1

1

Heroism

Pri5e

1 willing creature, Immune to being frightened. Temp HP equal to casting ability modifier each turn.

1

1

Hunter's Mark

Pri5e

1 creature, Mark quarry. Extra 1d6 DAM on weapon hit. Advantage on rolls to find it.

1

1

Inflict Wounds

Pri5e

1 creature, DAM: 3d10, Necrotic, Inflict necrotic damage on target., Melee Spell Attack

1

1

Purify Food and Drink

Pri5e

5 ft. radius, All nonmagical food and drink in range is rendered free of poison and disease.

1

1

Sanctuary

Pri5e

1 creature, Those choosing to attack target must make WIS save or choose new target.

1

1

Searing Smite

Pri5e

1 creature, DAM: 1d6, Fire, Target takes initial DAM and CON save at start of each turn or take 1d6 fire., Melee Weapon Attack

1

1

Shield of Faith

Pri5e

1 creature, Target gains +2 bonus to AC.

1

1

Speak with Animals

Pri5e

Self, Understand and speak to beasts. Get info about nearby locations and monsters.

1

1

Thunderous Smite

Pri5e

1 creature, DAM: 2d6, Thunder, Attack target takes extra thunder DAM and STR save or pushed 10 ft. and prone., Melee Weapon Attack

1

1

Wrathful Smite

Pri5e

1 creature, DAM: 1d6, Psychic, Target hit also makes WIS save or is frightened. WIS save to end effect., Melee Weapon Attack

2

1

Aid

Pri5e

3 allies, HEAL: 5, Each target also increases maximum HP by 5.

2

1

Animal Messenger

Pri5e

1 Tiny beast, Beast will relay 25 word message to a target you describe

2

1

Augury

Pri5e

Self, See omen predicting results of action taken within 30 minutes.

2

1

Barkskin

Pri5e

1 willing creature, Target AC is never less than 16 during spell.

2

1

Beast Sense

Pri5e

1 willing beast, Use action to see/hear whatever beast does. Use action to return.

2

1

Branding Smite

Pri5e

Self, DAM: 2d6, Radiant, Target becomes visible, sheds dim light., Weapon Attack

2

1

Calm Emotions

Pri5e

20 ft. radius sphere, Suppress charm effects or hostility on target., CHA (Fail)

2

1

Find Steed

Pri5e

Summons a spirit in the form of a steed. See Sourcebook.

2

1

Find Traps

Pri5e

Any trap in range, Sense the presence (not location) of any magical or mundane trap nearby.

2

1

Flame Blade

Pri5e

DAM: 3d6, Fire, Create fiery scimitar that sheds bright light 10ft. and dim light for another 10ft., Melee Spell Attack

2

1

Heat Metal

Pri5e

1 metal object, DAM: 2d8, Fire, Heat metallic objects including weapons and armor. See Sourcebook., See Sourcebook.

2

1

Lesser Restoration

Pri5e

1 creature, End one disease or condition (blind, deaf, paralyzed, poisoned) on target.

2

1

Locate Animals or Plants

Pri5e

Kind of beast or plant, Name a kind of beast or plant and find the nearest one within 5 miles.

2

1

Moonbeam

Pri5e

5 ft. rad. 40 ft. high cylinder, DAM: 2d10, Radiant, DAM taken entering/start turn in beam. Shapechanges disadvantage to save., CON (Half DAM)

2

1

Pass without Trace

Pri5e

Willing creatures in range, Targets get +10 to Stealth checks and can only be tracked by magic.

2

1

Prayer of Healing

Pri5e

<= 6 creatures you choose, See Details., Targets HEAL 2d8 + casting ability modifier HP. No effect on undead/constructs.

2

1

Protection from Poison

Pri5e

1 willing creature, Target has 1 poison neutralized, advantage on poison save, resists poison DAM.

2

1

Silence

Pri5e

20 ft. radius sphere, Creatures in area are deafened, immune to thunder DMG, can't cast verbally.

2

1

Spike Growth

Pri5e

20 ft. radius, Difficult terrain. Moving into or within area takes 2d4 piercing DAM per 5 ft.

2

1

Spiritual Weapon

Pri5e

See Details, Force, Magical weapon does 1d8 + casting ability DMG. Can move 20 ft. per turn., Melee Spell Attack

2

1

Warding Bond

Pri5e

1 willing creature, Target (60ft) has +1 AC and saves, resistance to all DAM, shares DAM with you.

2

1

Zone of Truth

Pri5e

15 ft. radius sphere, You know which fail saves. They can't lie but know of spell and can be evasive., CHA (Fail)

3

1

Aura of Vitality

Pri5e

30 ft. radius, HEAL: 2d6, Use bonus action to HEAL 1 target in aura.

3

1

Beacon of Hope

Pri5e

Any targets in range, Targets get advantage on WIS and death saving throws; heal spells heal max.

3

1

Blinding Smite

Pri5e

Self, DAM: 3d8, Radiant, Next melee attack target takes DAM and is blinded until spell ends., CON per turn (Blindness ends)

3

1

Call Lightning

Pri5e

60 ft. radius cylinder, DAM: 3d10, Lightning, Targets take DAM each round. Can change targets each round., DEX (Half DAM)

3

1

Conjure Animals

Pri5e

Summon fey spirits as creatures (total CR <= 2) that act as a group.

3

1

Create Food and Water

Pri5e

Create 45 lbs. of bland, nourishing food for 24 hours and 30 gallons of water.

3

1

Crusader's Mantle

Pri5e

30 ft. radius, Nonhostiles in aura deal an extra 1d4 radiant DAM.

3

1

Elemental Weapon

Pri5e

1 nonmagical weapon, Weapon is +1 to hit and +1d4 acid, cold, fire, lightning, or thunder DAM.

3

1

Mass Healing Word

Pri5e

<= 6 creatures, See Details., Targets HEAL 1d4 + casting ability modifier. No effect on undead/constructs.

3

1

Meld into Stone

Pri5e

Stone object or surface, Meld into stone walls or large stone objects. See Sourcebook.

3

1

Plant Growth

Pri5e

100 ft. or 1 mile radius, Cast short term (creatures move 1/4 speed) or long term (double food yield).

3

1

Revivify

Pri5e

1 creature, Raise creature that died within 1 minute to 1 HP. Doesn't restore missing parts.

3

1

Speak with Dead

Pri5e

1 dead creature, Ask corpse <= 5 questions. Get brief, cryptic answers. Can be lies.

3

1

Speak with Plants

Pri5e

30 ft. radius, Animate plants to communicate with and perform tasks. See Sourcebook.

3

1

Spirit Guardian

Pri5e

15 ft. radius, DAM: 3d8, Radiant or Necrotic, Enemy creature speed halved. DMG on enter area: necrotic if evil, radiant if not., WIS (Half DAM)

3

1

Wind Wall

Pri5e

See Sourcebook., DAM: 3d8, Bludgeoning, Strong wind keeps gases, flying creatures, projectiles, gaseous creatures away., STR (Half DAM)

4

1

Aura of Life

Pri5e

30 ft. radius, Gain necrotic resistance, HEAL 1 HP if at 0 HP, HP max can't go down.

4

1

Aura of Purity

Pri5e

30 ft. radius, Gain poison resist, disease immune, advantage on status saving throws.

4

1

Conjure Woodland Beings

Pri5e

Summon fey creatures (CR <= 2) that obey commands.

4

1

Death Ward

Pri5e

1 willing creature, 1 use: Target drops to 1 HP instead of 0 HP or negates instant kill effect.

4

1

Divination

Pri5e

Question about one event in next 7 days answered by phrase or omen.

4

1

Freedom of Movement

Pri5e

1 willing creature, Immune to difficult terrain,slow,paralyze,restrain. Spend 5ft to escape restrain.

4

1

Giant Insect

Pri5e

See Sourcebook., Turn insects into giant insects that obey your commands.

4

1

Grasping Vine

Pri5e

Create vine that lashes out 30 ft. away. Targets failing save pulled 20 ft. to vine., DEX (Fail)

4

1

Guardian of Faith

Pri5e

DAM: 20, Radiant, Create spectral guardian that attacks hostiles. Leaves after dealing 60 DAM., DEX (No DAM)

4

1

Staggering Smite

Pri5e

Self, DAM: 4d6, Psychic, WIS save or disadvantage on attack & ability checks; can't take reactions., Melee Weapon Attack

5

1

Antilife Shell

Pri5e

Self, Erects barrier around you that moves with you. Living creatures cannot enter.

5

1

Awaken

Pri5e

1 beast/plant <= Huge, Target with INT <= 3 gaints INT 10 and can speak. Charmed for 30 days.

5

1

Banishing Smite

Pri5e

Self, DAM: 5d10, Force, Target banished if <= 50 HP., Weapon Attack

5

1

Circle of Power

Pri5e

30 ft. radius sphere, Friendlies: advantage on saving throws against magic/effects. No half DAM.

5

1

Commune

Pri5e

Ask 3 yes/no questions that are answered by deity. See Sourcebook.

5

1

Commune with Nature

Pri5e

Gain knowledge of the land around you. See Sourcebook.

5

1

Contagion

Pri5e

1 creature, Give creature a disease. See Sourcebook., CON (See Sourcebook)

5

1

Destructive Wave

Pri5e

30 ft. radius, DAM: 5d6+5d6, See Details, Targets in circle take thunder DAM, then radiant or necrotic DAM; go prone., CON (Half DAM, not prone)

5

1

Dispel Evil and Good

Pri5e

Self, Fey,undead,extraplanar creatures have disadvantaged attacks. See Sourcebook.

5

1

Flame Strike

Pri5e

40 ft. high 10 ft. rad. cylinder, DAM: 4d6+4d6, Fire + Radiant, Creatures take fire and radiant damage., DEX (Half DAM)

5

1

Greater Restoration

Pri5e

1 creature, End a debilitating effect on target. See Sourcebook.

5

1

Hallow

Pri5e

60 ft. radius, Infuse area with holy or unholy power. See Sourcebook.

5

1

Mass Cure Wounds

Pri5e

<= 6 creatures, See Details., Creatures HEAL 3d8 + casting ability modifier. No effect on undead/constructs.

5

1

Raise Dead

Pri5e

1 dead creature, Return target to life with 1 HP. See Sourcebook.

5

1

Reincarnate

Pri5e

1 dead humanoid, Resurrect dead humanoid into a random humanoid body. See Sourcebook.

5

1

Tree Stride

Pri5e

Self, Enter one tree and emerge from another 500 ft. away. Use once per round.

6

1

Blade Barrier

Pri5e

5x20x(100 line/60 dia. circle)ft., DAM: 6d10, Slashing, Creatures entering wall/circle area take DAM., DEX (Half DAM)

6

1

Find the Path

Pri5e

Find the shortest, most direct route to a place you are familiar with.

6

1

Forbiddance

Pri5e

40,000 sq. ft, 30 ft. high, DAM: 5d10, Radiant or Necrotic, Can't teleport/gate into area. A creature type you choose takes DMG in area.

6

1

Harm

Pri5e

1 creature, DAM: 14d6, Necrotic, Max HP reduced by same amount as DAM. Target cannot fall below 1 HP., CON (Half DAM)

6

1

Heal

Pri5e

1 creature, HEAL: 70, Ends blindness, deafness, any diseases. No effect on constructs/undead.

6

1

Heroes' Feast

Pri5e

<= 12 feast goers, Cure:disease,poison.Immune:poison,fright.HP max +2d10,WIS save advantage.

6

1

Planar Ally

Pri5e

Ask otherworldly entity for aid. See Sourcebook.

6

1

Transport via Plants

Pri5e

2 >= Large plants, 1 in range, Enter one plant and emerge from another on same plane you've encountered.

6

1

Wall of Thorns

Pri5e

See Sourcebook., DAM: 7d8, Piercing, Move through wall at 1/4 speed and take 7d8 slashing DAM (DEX save for half)., DEX (Half DAM)

6

1

Wind Walk

Pri5e

You and <= 10 willing creatures, Fly speed: 300 ft. Resist weapons.Only Dash in cloud form. Can revert to normal.

6

1

Word of Recall

Pri5e

You and <= 5 willing creatures, Instantly teleport to sanctuary you select during prep associated with your deity.

7

1

Conjure Celestial

Pri5e

Summon celestial CR <= 4. Obeys commands that don't violate alignment.

7

1

Divine Word

Pri5e

Any targets in range, Targets suffer effects based on their current HP. See Sourcebook., CHA (Fail)

7

1

Fire Storm

Pri5e

<= ten 10 ft. cubes, DAM: 7d10, Fire, Each cube must face at least one other cube. Can choose not to affect plants., DEX (Half DAM)

7

1

Regenerate

Pri5e

1 creature, HEAL: 4d8+15, Target HEAL 1 HP at start of every turn. Severed parts return after 2 minutes.

7

1

Resurrection

Pri5e

1 dead creature, Resurrect dead creaature. See Sourcebook.

8

1

Animal Shapes

Pri5e

Any willing targets, Transform targets into Large or smaller beasts with CR <= 4

8

1

Holy Aura

Pri5e

30 ft. radius sphere, Aura helps allies and hurts enemies. See Sourcebook.

8

1

Tsunami

Pri5e

300 ft x 300 ft x 50 ft water, DAM: 6d10, Bludgeoning, Creatures make STR save to avoid more damage (1d10 less DMG each round)., STR (Half DAM)

9

1

Mass Heal

Pri5e

Any creature in range., See Details., Targets HEAL total of 700 HP and cured of diseases, blindness, and deafness.

9

1

Storm of Vengeance

Pri5e

360 ft. radius, See Sourcebook., See Sourcebook., Magical storm attacks targets in range. See Sourcebook., See Sourcebook.

9

1

True Resurrection

Pri5e

1 creature dead <= 200 years, Resurrect creature that didn't die of old age. Heals all wounds, effects, etc.

0

1

Vicious Mockery

Rog5e

1 creature, DAM: 1d4, Psychic, Disadvantage to attack.DAM increase.5th level:2d4,11th level:3d4,17th level:4d4, WIS (Fail)

1

1

Dissonant Whispers

Rog5e

1 creature, DAM: 3d6, Psychic, Target immediately uses reaction to move as far away as possible., WIS (Fail)

4

1

Compulsion

Rog5e

Creatures in range, Compel targets to move in specified non-hazardous direction., WIS (Fail)

9

1

Power Word Heal

Rog5e

1 creature, HEAL: All HP, Target also cured of charm, fright, paralyze, or stun. Use reaction to stand up.