339 spells available
Spell Database
Discover the complete collection of D&D 5E spells from cantrips to 9th level magic
Thaumaturgy
Cantrip
transmutation
Cast: Action
Range: 30 feet
You manifest a minor wonder within range. You create one of the effects below within range. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time.
**_Altered Eyes._** You alter the appearance of your eyes for 1 minute.
**_Booming Voice._** Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
**_Fire Play._** You cause flames to flicker, brighten, dim, or change color for 1 minute.
**_Invisible Hand._** You instantaneously cause an unlocked door or window to fly open or slam shut.
**_Phantom Sound._** You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
**_Tremors._** You cause harmless tremors in the ground for 1 minute.
**_Altered Eyes._** You alter the appearance of your eyes for 1 minute.
**_Booming Voice._** Your voice booms up to three times as loud as normal for 1 minute. For the duration, you have Advantage on Charisma (Intimidation) checks.
**_Fire Play._** You cause flames to flicker, brighten, dim, or change color for 1 minute.
**_Invisible Hand._** You instantaneously cause an unlocked door or window to fly open or slam shut.
**_Phantom Sound._** You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
**_Tremors._** You cause harmless tremors in the ground for 1 minute.
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True Strike
Cantrip
divination
Cast: Action
Range: Self
Guided by a flash of magical insight, you make one attack with the weapon used in the spell's casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon's normal damage type (your choice).
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Vicious Mockery
Cantrip
enchantment
Cast: Action
Range: 60 feet
You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.
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Alarm
R
Lvl 1
abjuration
Cast: 1 minute
Range: 30 feet
You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is audible or mental:
**Audible Alarm.** The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
**Mental Alarm.** You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.
**Audible Alarm.** The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
**Mental Alarm.** You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you're asleep.
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Animal Friendship
Lvl 1
enchantment
Cast: Action
Range: 30 feet
Target a Beast that you can see within range. The target must succeed on a Wisdom saving throw or have the condition for the duration. If you or one of your allies deals damage to the target, the spells ends.
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Bane
C
Lvl 1
enchantment
Cast: Action
Range: 30 feet
Up to three creatures of your choice that you can see within range must each make a Charisma saving throw. Whenever a target that fails this save makes an attack roll or a saving throw before the spell ends, the target must subtract 1d4 from the attack roll or save.
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Bless
C
Lvl 1
enchantment
Cast: Action
Range: 30 feet
You bless up to three creatures within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target adds 1d4 to the attack roll or save.
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Burning Hands
Lvl 1
evocation
Cast: Action
Range: Self
A thin sheet of flames shoots forth from you. Each creature in a 15-foot Cone makes a Dexterity saving throw, taking 3d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the Cone that aren't being worn or carried start burning.
Flammable objects in the Cone that aren't being worn or carried start burning.
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Charm Person
Lvl 1
enchantment
Cast: Action
Range: 30 feet
One Humanoid you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the condition until the spell ends or until you or your allies damage it. The creature is Friendly to you. When the spell ends, the target knows it was by you.
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Chromatic Orb
Lvl 1
evocation
Cast: Action
Range: 90 feet
You hurl an orb of energy at a target within range. 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. On a hit, the target takes 3d8 damage of the chosen type.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.
If you roll the same number on two or more of the d8s, the orb leaps to a different target of your choice within 30 feet of the target. Make an attack roll against the new target, and make a new damage roll. The orb can't leap again unless you cast the spell with a level 2+ spell slot.
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Color Spray
Lvl 1
illusion
Cast: Action
Range: Self
You launch a dazzling array of flashing, colorful light. Each creature in a 15-foot Cone originating from you must succeed on a Constitution saving throw or have the condition until the end of your next turn.
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Command
Lvl 1
enchantment
Cast: Action
Range: 60 feet
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:
**Approach.** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
**Drop.** The target drops whatever it is holding and then ends its turn.
**Flee.** The target spends its turn moving away from you by the fastest available means.
**Grovel.** The target has the condition and then ends its turn.
**Halt.** On its turn, the target doesn't move and takes no action or Bonus Action.
**Approach.** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
**Drop.** The target drops whatever it is holding and then ends its turn.
**Flee.** The target spends its turn moving away from you by the fastest available means.
**Grovel.** The target has the condition and then ends its turn.
**Halt.** On its turn, the target doesn't move and takes no action or Bonus Action.
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Comprehend Languages
R
Lvl 1
divination
Cast: Action
Range: Self
For the duration, you understand the literal meaning of any language that you hear or see signed. 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 symbols or secret messages.
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Create or Destroy Water
Lvl 1
transmutation
Cast: Action
Range: 30 feet
You do one of the following:
**Create Water.** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
**Destroy Water.** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
**Create Water.** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot Cube within range, extinguishing exposed flames there.
**Destroy Water.** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot Cube within range.
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Cure Wounds
Lvl 1
evocation
Cast: 1 action
Range: Self
A Symbaroum mystic spell.
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Detect Evil and Good
C
Lvl 1
divination
Cast: Action
Range: Self
For the duration, you sense the location of any Aberration, Celestial, Elemental, Fey, Fiend, or Undead within 30 feet of yourself. You also sense whether the *Hallow* spell is active there and, if so, where.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
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Detect Magic
R
C
Lvl 1
divination
Cast: Action
Range: Self
For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
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Detect Poison and Disease
R
C
Lvl 1
divination
Cast: Action
Range: Self
For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
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Disguise Self
Lvl 1
illusion
Cast: Action
Range: Self
You make yourself—including your clothing, armor, weapons, and other belongings on your person look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
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.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
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Dissonant Whispers
Lvl 1
enchantment
Cast: Action
Range: 60 feet
One creature of your choice that you can see within range hears a discordant melody in its mind. The target makes a Wisdom saving throw. On a failed save, it takes 3d6 Psychic damage and must immediately use its Reaction, if available, to move as far away from you as it can, using the safest route. On a successful save, the target takes half as much damage only.
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Divine Favor
Lvl 1
transmutation
Cast: Bonus Action
Range: Self
Until the spell ends, your attacks with weapons deal an extra 1d4 Radiant damage on a hit.
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Divine Smite
Lvl 1
evocation
Cast: Bonus Action, which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
Range: Self
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
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Ensnaring Strike
C
Lvl 1
conjuration
Cast: Bonus Action, which you take immediately after hitting a creature with a weapon
Range: Self
As you hit the target, grasping vines appear on it, and it makes a Strength saving throw. A Large or larger creature has Advantage on this save. On a failed save, the target has the condition until the spell ends. On a successful save, the vines shrivel away, and the spell ends.
While , the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
While , the target takes 1d6 Piercing damage at the start of each of its turns. The target or a creature within reach of it can take an action to make a Strength (Athletics) check against your spell save DC. On a success, the spell ends.
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Entangle
C
Lvl 1
conjuration
Cast: 1 action
Range: Self
A Symbaroum mystic spell.
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| Name | Level | School | Tags |
|---|---|---|---|
| Thaumaturgy | Cantrip | transmutation |
|
| True Strike | Cantrip | divination |
|
| Vicious Mockery | Cantrip | enchantment |
|
| Alarm | Lvl 1 | abjuration |
R
|
| Animal Friendship | Lvl 1 | enchantment |
|
| Bane | Lvl 1 | enchantment |
C
|
| Bless | Lvl 1 | enchantment |
C
|
| Burning Hands | Lvl 1 | evocation |
|
| Charm Person | Lvl 1 | enchantment |
|
| Chromatic Orb | Lvl 1 | evocation |
|
| Color Spray | Lvl 1 | illusion |
|
| Command | Lvl 1 | enchantment |
|
| Comprehend Languages | Lvl 1 | divination |
R
|
| Create or Destroy Water | Lvl 1 | transmutation |
|
| Cure Wounds | Lvl 1 | evocation |
|
| Detect Evil and Good | Lvl 1 | divination |
C
|
| Detect Magic | Lvl 1 | divination |
R
C
|
| Detect Poison and Disease | Lvl 1 | divination |
R
C
|
| Disguise Self | Lvl 1 | illusion |
|
| Dissonant Whispers | Lvl 1 | enchantment |
|
| Divine Favor | Lvl 1 | transmutation |
|
| Divine Smite | Lvl 1 | evocation |
|
| Ensnaring Strike | Lvl 1 | conjuration |
C
|
| Entangle | Lvl 1 | conjuration |
C
|