339 spells available

Spell Database

Discover the complete collection of D&D 5E spells from cantrips to 9th level magic

Expeditious Retreat

Expeditious Retreat

C
Lvl 1 transmutation
Cast: Bonus Action
Range: Self
You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.
View Spell Details
Faerie Fire

Faerie Fire

C
Lvl 1 evocation
Cast: Action
Range: 60 feet
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can't benefit from the condition.

Attack rolls against an affected creature or object have Advantage if the attacker can see it.
View Spell Details
False Life

False Life

Lvl 1 necromancy
Cast: Action
Range: Self
You gain 2d4 + 4 Temporary Hit Points.
View Spell Details
Feather Fall

Feather Fall

Lvl 1 transmutation
Cast: Reaction, which you take when you or a creature you can see within 60 feet of you falls
Range: 60 feet
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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.
View Spell Details
Find Familiar

Find Familiar

R
Lvl 1 conjuration
Cast: 1 hour
Range: 10 feet
You gain the service of a familiar, a spirit that takes an animal form you choose: **Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel,** or another Beast that has a Challenge Rating of 0. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form (see "Monsters"), though it is a Celestial, Fey, or Fiend (your choice) instead of a Beast. Your familiar acts independently of you, but it obeys your commands.

**_Telepathic Connection._** While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you can see through the familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses it has.

Finally, when you cast a spell with a range of touch, your familiar can deliver the touch. Your familiar must be within 100 feet of you, and it must take a Reaction to deliver the touch when you cast the spell.

**_Combat._** The familiar is an ally to you and your allies. It rolls its own Initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

**_Disappearance of the Familiar._** When the familiar drops to 0 Hit Points, it disappears. It reappears after you cast this spell again. As a Magic action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As a Magic action while it is temporarily dismissed, you can cause it to reappear in an unoccupied space within 30 feet of you. Whenever the familiar drops to 0 Hit Points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

**_One Familiar Only._** You can't have more than one familiar at a time. If you cast this spell while you have a familiar, you instead cause it to adopt a new eligible form.
View Spell Details
Floating Disk

Floating Disk

R
Lvl 1 conjuration
Cast: Action
Range: 30 feet
This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.

The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can't cross an elevation change of 10 feet or more. For example, the disk can't move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.

If you move more than 100 feet from the disk (typically because it can't move around an obstacle to follow you), the spell ends.
View Spell Details
Fog Cloud

Fog Cloud

C
Lvl 1 conjuration
Cast: Action
Range: 120 feet
You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by *Gust of Wind*) disperses it.
View Spell Details
Goodberry

Goodberry

Lvl 1 conjuration
Cast: Action
Range: Self
Ten berries appear in your hand and are infused with magic for the duration. A creature can take a Bonus Action to eat one berry. Eating a berry restores 1 Hit Point, and the berry provides enough nourishment to sustain a creature for one day.

Uneaten berries disappear when the spell ends.
View Spell Details
Grease

Grease

Lvl 1 conjuration
Cast: Action
Range: 60 feet
Nonflammable grease covers the ground in a 10 foot square centered on a point within range and turns it into Difficult Terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the condition. A creature that enters the area or ends its turn there must also succeed on that save or fall .
View Spell Details
Guiding Bolt

Guiding Bolt

Lvl 1 evocation
Cast: Action
Range: 120 feet
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
View Spell Details
Healing Word

Healing Word

Lvl 1 abjuration
Cast: Bonus Action
Range: 60 feet
A creature of your choice that you can see within range regains Hit Points equal to 2d4 plus your spellcasting ability modifier.
View Spell Details
Hellish Rebuke

Hellish Rebuke

Lvl 1 evocation
Cast: Reaction, which you take in response to taking damage from a creature that you can see within 60 feet of yourself
Range: 60 feet
The creature that damaged you is momentarily surrounded by green flames. It makes a Dexterity saving throw, taking 2d10 Fire damage on a failed save or half as much damage on a successful one.
View Spell Details
Heroism

Heroism

C
Lvl 1 enchantment
Cast: Action
Range: Touch
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.
View Spell Details
Hex

Hex

C
Lvl 1 enchantment
Cast: 1 action
Range: Self
A Symbaroum mystic spell.
View Spell Details
Hideous Laughter

Hideous Laughter

C
Lvl 1 enchantment
Cast: Action
Range: 30 feet
One creature of your choice that you can see within range makes a Wisdom saving throw. On a failed save, it has the and conditions for the duration. During that time, it laughs uncontrollably if it's capable of laughter, and it can't end the condition on itself.

At the end of each of its turns and each time it takes damage, it makes another Wisdom saving throw. The target has Advantage on the save if the save is triggered by damage. On a successful save, the spell ends.
View Spell Details
Hunter's Mark

Hunter's Mark

C
Lvl 1 divination
Cast: Bonus Action
Range: 90 feet
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
View Spell Details
Ice Knife

Ice Knife

Lvl 1 conjuration
Cast: Action
Range: 60 feet
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 Cold damage.
View Spell Details
Identify

Identify

R
Lvl 1 divination
Cast: 1 minute
Range: Touch
You touch an object throughout the spell's casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell's name.

If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.
View Spell Details
Illusory Script

Illusory Script

R
Lvl 1 illusion
Cast: 1 minute
Range: Touch
You write on parchment, paper, or another suitable material and imbue it with an illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, seems to be written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, the illusion can alter the meaning, handwriting, and language of the text, though the language must be one you know.

If the spell is dispelled, the original script and the illusion both disappear.

A creature that has Truesight can read the hidden message.
View Spell Details
Inflict Wounds

Inflict Wounds

Lvl 1 necromancy
Cast: Action
Range: Touch
A creature you touch makes a Constitution saving throw, taking 2d10 Necrotic damage on a failed save or half as much damage on a successful one.
View Spell Details
Jump

Jump

Lvl 1 transmutation
Cast: Bonus Action
Range: Touch
You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
View Spell Details
Longstrider

Longstrider

Lvl 1 transmutation
Cast: Action
Range: Touch
You touch a creature. The target's Speed increases by 10 feet until the spell ends.
View Spell Details
Mage Armor

Mage Armor

Lvl 1 abjuration
Cast: Action
Range: Touch
You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor.
View Spell Details
Magic Missile

Magic Missile

Lvl 1 evocation
Cast: Action
Range: 120 feet
You create three glowing darts of magical force. Each dart strikes 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.
View Spell Details
Name Level School Tags
Expeditious Retreat Lvl 1 transmutation
C
Faerie Fire Lvl 1 evocation
C
False Life Lvl 1 necromancy
Feather Fall Lvl 1 transmutation
Find Familiar Lvl 1 conjuration
R
Floating Disk Lvl 1 conjuration
R
Fog Cloud Lvl 1 conjuration
C
Goodberry Lvl 1 conjuration
Grease Lvl 1 conjuration
Guiding Bolt Lvl 1 evocation
Healing Word Lvl 1 abjuration
Hellish Rebuke Lvl 1 evocation
Heroism Lvl 1 enchantment
C
Hex Lvl 1 enchantment
C
Hideous Laughter Lvl 1 enchantment
C
Hunter's Mark Lvl 1 divination
C
Ice Knife Lvl 1 conjuration
Identify Lvl 1 divination
R
Illusory Script Lvl 1 illusion
R
Inflict Wounds Lvl 1 necromancy
Jump Lvl 1 transmutation
Longstrider Lvl 1 transmutation
Mage Armor Lvl 1 abjuration
Magic Missile Lvl 1 evocation