317 spells available

Spell Database

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

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.
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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.
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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.
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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.
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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.
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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.
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Jump

Jump

Lvl 1 transmutation
Cast: Bonus Action
Range: Touch
**Component:** V, S, M (a grasshopper's hind leg)

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.
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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.
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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.
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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.
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Protection from Evil and Good

Protection from Evil and Good

C
Lvl 1 abjuration
Cast: Action
Range: Touch
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits. Creatures of those types have Disadvantage on attack rolls against the target. The target also can't be possessed by or gain the or conditions from them. If the target is already possessed, , or by such a creature, the target has Advantage on any new saving throw against the relevant effect.
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Purify Food and Drink

Purify Food and Drink

R
Lvl 1 transmutation
Cast: Action
Range: 10 feet
You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.
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Ray of Sickness

Ray of Sickness

Lvl 1 necromancy
Cast: Action
Range: 60 feet
You shoot a greenish ray at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 Poison damage and has the condition until the end of your next turn.
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Sanctuary

Sanctuary

Lvl 1 abjuration
Cast: Bonus Action
Range: 30 feet
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.
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Searing Smite

Searing 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
**Component:** V

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.
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Shield

Shield

Lvl 1 abjuration
Cast: Reaction, which you take when you are hit by an attack roll or targeted by the *Magic Missile* spell
Range: Self
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*.
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Silent Image

Silent Image

C
Lvl 1 illusion
Cast: Action
Range: 60 feet
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot Cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects.

As a Magic action, you can cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, since things can pass through it. A creature that takes a Study action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
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Sleep

Sleep

C
Lvl 1 enchantment
Cast: Action
Range: 60 feet
Each creature of your choice in a 5-foot-radius Sphere centered on a point within range must succeed on a Wisdom saving throw or have the condition until the end of its next turn, at which point it must repeat the save. If the target fails the second save, the target has the condition for the duration. The spell ends on a target if it takes damage or someone within 5 feet of it takes an action to shake it out of the spell's effect.

Creatures that don't sleep, such as elves, or that have Immunity to the condition automatically succeed on saves against this spell.
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Speak with Animals

Speak with Animals

R
Lvl 1 divination
Cast: Action
Range: Self
For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action's skill options with them.

Most Beasts have little to say about topics that don't pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
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Unseen Servant

Unseen Servant

R
Lvl 1 conjuration
Cast: Action
Range: 60 feet
This spell creates an , mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can't attack. If it drops to 0 Hit Points, the spell ends.

Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring drinks. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
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Acid Arrow

Acid Arrow

Lvl 2 evocation
Cast: Action
Range: 90 feet
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 Acid damage and 2d4 Acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.
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Aid

Aid

Lvl 2 abjuration
Cast: Action
Range: 30 feet
Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.
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Alter Self

Alter Self

C
Lvl 2 transmutation
Cast: Action
Range: Self
You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.

**_Aquatic Adaptation._** You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.

**_Change Appearance._** You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can't appear as a creature of a different size, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.

**_Natural Weapons._** You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.
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Animal Messenger

Animal Messenger

R
Lvl 2 enchantment
Cast: Action
Range: 30 feet
A Tiny Beast of your choice that you can see within range must succeed on a Charisma saving throw, or it attempts to deliver a message for you (if the target's Challenge Rating isn't 0, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as "a person dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles per 24 hours or 50 miles if the Beast can fly.

When the Beast arrives, it delivers your message to the creature that you described, mimicking your communication. If the Beast doesn't reach its destination before the spell ends, the message is lost, and the Beast returns to where you cast the spell.
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Name Level School Tags
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
Protection from Evil and Good Lvl 1 abjuration
C
Purify Food and Drink Lvl 1 transmutation
R
Ray of Sickness Lvl 1 necromancy
Sanctuary Lvl 1 abjuration
Searing Smite Lvl 1 evocation
Shield Lvl 1 abjuration
Silent Image Lvl 1 illusion
C
Sleep Lvl 1 enchantment
C
Speak with Animals Lvl 1 divination
R
Unseen Servant Lvl 1 conjuration
R
Acid Arrow Lvl 2 evocation
Aid Lvl 2 abjuration
Alter Self Lvl 2 transmutation
C
Animal Messenger Lvl 2 enchantment
R