Spells

339 results

You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.

Level3rdSchoolNecromancyTimeActionRangeTouch
2024 SRD

You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extra dimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it. The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.

Level2ndSchoolTransmutationTimeActionRangeTouch
2024 SRD

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 Radiant damage. The target gains no benefit from Half Cover or Three-Quarters Cover for this save. **Cantrip Upgrade.** The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

LevelCantripSchoolEvocationTimeActionRange60 feet
2024 SRD

You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Level1stSchoolAbjurationTimeBonus ActionRange30 feet
2024 SRD

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.

Level2ndSchoolEvocationTimeActionRange120 feet
2024 SRD

You can see and hear a creature you choose that is on the same plane of existence as you. The target makes a Wisdom saving throw, which is modified (see the tables below) by how well you know the target and the sort of physical connection you have to it. The target doesn’t know what it is making the save against, only that it feels uneasy. **Your Knowledge of the Target Is …** **Save Modifier** Secondhand (heard of the target) +5 Firsthand (met the target) +0 Extensive (know the target well) -5 **You Have the Target’s …** **Save Modifier** Picture or other likeness -2 Garment or other possession -4 Body part, lock of hair, or bit of nail -10 On a successful save, the target isn’t affected, and you can’t use this spell on it again for 24 hours. On a failed save, the spell creates an Invisible, intangible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. If something can see the sensor, it appears as a luminous orb about the size of your fist. Instead of targeting a creature, you can target a location you have seen. When you do so, the sensor appears at that location and doesn’t move.

Level5thSchoolDivinationTime10 minutesRangeSelfConcentration
2024 SRD

As you hit the target, it takes an extra 1d6 Fire damage from the attack. At the start of each of its turns until the spell ends, the target takes 1d6 Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends.

Level1stSchoolEvocationTimeBonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed StrikeRangeSelf
2024 SRD

You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet). While the chest remains on the Ethereal Plane, you can take a Magic action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by taking a Magic action to touch the chest and the replica. After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.

Level4thSchoolConjurationTimeActionRangeTouch
2024 SRD

For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.

Level2ndSchoolDivinationTimeActionRangeSelf
2024 SRD

You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or taller and appear heavier or lighter. A target’s new appearance must have the same basic arrangement of limbs as the target, but the extent of the illusion is otherwise up to you. The spell lasts for the duration. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat. A creature that takes the Study action to examine a target can make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.

Level5thSchoolIllusionTimeActionRange30 feet
2024 SRD

You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. You know if the delivery fails. Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.

Level3rdSchoolDivinationTimeActionRangeUnlimited
2024 SRD

With a touch, you magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can’t be targeted by Divination spells, detected by magic, or viewed remotely with magic. If the target is a creature, it enters a state of suspended animation; it has the Unconscious condition, doesn’t age, and doesn’t need food, water, or air. You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include “after 1,000 years” or “when the tarrasque awakens.” This spell also ends if the target takes any damage.

Level7thSchoolTransmutationTimeActionRangeTouch
2024 SRD

You shape-shift into another creature for the duration or until you take a Magic action to shape-shift into a different eligible form. The new form must be of a creature that has a Challenge Rating no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead. When you cast the spell, you gain a number of Temporary Hit Points equal to the Hit Points of the first form into which you shape-shift. These Temporary Hit Points vanish if any remain when the spell ends. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting feature, you retain it too. Upon shape-shifting, you determine whether your equipment drops to the ground or changes in size and shape to fit the new form while you’re in it.

Level9thSchoolTransmutationTimeActionRangeSelfConcentration
2024 SRD

A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

Level2ndSchoolEvocationTimeActionRange60 feet
2024 SRD

An imperceptible barrier of magical force 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*.

Level1stSchoolAbjurationTimeReaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spellRangeSelf
2024 SRD

A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

Level1stSchoolAbjurationTimeBonus ActionRange60 feetConcentration
2024 SRD

A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice). The spell ends early if you cast it again or if you let go of the weapon. **Cantrip Upgrade.** The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).

LevelCantripSchoolTransmutationTimeBonus ActionRangeSelf
2024 SRD

The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can’t benefit from the Invisible condition.

Level2ndSchoolTransmutationTimeBonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed StrikeRangeSelfConcentration
2024 SRD

Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn. **Cantrip Upgrade.** The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

LevelCantripSchoolEvocationTimeActionRangeTouch
2024 SRD

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. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.

Level2ndSchoolIllusionTimeAction or RitualRange120 feetConcentrationRitual
2024 SRD