317 spells available
Spell Database
Discover the complete collection of D&D 5E spells from cantrips to 9th level magic
Arcane Lock
Lvl 2
abjuration
Cast: Action
Range: Touch
You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can't be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.
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Arcanist's Magic Aura
Lvl 2
illusion
Cast: Action
Range: Touch
With a touch, you place an illusion on a willing creature or an object that isn't being worn or carried. A creature gains the Mask effect below, and an object gains the False Aura effect below. The effect lasts for the duration. If you cast the spell on the same target every day for 30 days, the illusion lasts until dispelled.
**_Mask (Creature)._** Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.
**_False Aura (Object)._** You change the way the target appears to spells and magical effects that detect magical auras, such as *Detect Magic*. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.
**_Mask (Creature)._** Choose a creature type other than the target's actual type. Spells and other magical effects treat the target as if it were a creature of the chosen type.
**_False Aura (Object)._** You change the way the target appears to spells and magical effects that detect magical auras, such as *Detect Magic*. You can make a nonmagical object appear magical, make a magic item appear nonmagical, or change the object's aura so that it appears to belong to a school of magic you choose.
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Augury
R
Lvl 2
divination
Cast: 1 minute
Range: Self
You receive an omen from an otherworldly entity about the results of a course of action that you plan to take within the next 30 minutes. The GM chooses the omen from the Omens table.
Table: Omens
| Omen | For Results That Will Be โฆ |
|--------------|----------------------------|
| Weal | Good |
| Woe | Bad |
| Weal and woe | Good and bad |
| Indifference | Neither good nor bad |
The spell doesn't account for circumstances, such as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
Table: Omens
| Omen | For Results That Will Be โฆ |
|--------------|----------------------------|
| Weal | Good |
| Woe | Bad |
| Weal and woe | Good and bad |
| Indifference | Neither good nor bad |
The spell doesn't account for circumstances, such as other spells, that might change the results.
If you cast the spell more than once before finishing a Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer.
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Barkskin
Lvl 2
transmutation
Cast: Bonus Action
Range: Touch
**Component:** V, S, M (a handful of bark)
You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
You touch a willing creature. Until the spell ends, the target's skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
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Blindness/Deafness
Lvl 2
transmutation
Cast: Action
Range: 120 feet
One creature that you can see within range must succeed on a Constitution saving throw, or it has the or condition (your choice) for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
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Blur
C
Lvl 2
illusion
Cast: Action
Range: Self
Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.
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Calm Emotions
C
Lvl 2
enchantment
Cast: Action
Range: 60 feet
Each Humanoid in a 20-foot-radius Sphere centered on a point you choose within range must succeed on a Charisma saving throw or be affected by one of the following effects (choose for each creature):
- The creature has Immunity to the and conditions until the spell ends. If the creature was already or , those conditions are suppressed for the duration.
- The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.
- The creature has Immunity to the and conditions until the spell ends. If the creature was already or , those conditions are suppressed for the duration.
- The creature becomes Indifferent about creatures of your choice that it's Hostile toward. This indifference ends if the target takes damage or witnesses its allies taking damage. When the spell ends, the creature's attitude returns to normal.
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Continual Flame
Lvl 2
evocation
Cast: Action
Range: Touch
A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.
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Darkness
C
Lvl 2
evocation
Cast: Action
Range: 60 feet
For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can't see through it, and nonmagical light can't illuminate it.
Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Alternatively, you cast the spell on an object that isn't being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness.
If any of this spell's area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
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Darkvision
Lvl 2
transmutation
Cast: Action
Range: Touch
For the duration, a willing creature you touch has Darkvision with a range of 150 feet.
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Detect Thoughts
C
Lvl 2
divination
Cast: Action
Range: Self
You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns.
**_Sense Thoughts._** You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
**_Read Thoughts._** Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.
As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
**_Sense Thoughts._** You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present.
The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.
**_Read Thoughts._** Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing.
As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can take an action on its turn to make an Intelligence (Arcana) check against your spell save DC, ending the spell on a success.
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Dragon's Breath
C
Lvl 2
transmutation
Cast: Bonus Action
Range: Touch
You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
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Enhance Ability
C
Lvl 2
transmutation
Cast: Action
Range: Touch
You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.
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Enlarge/Reduce
C
Lvl 2
transmutation
Cast: Action
Range: 30 feet
For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
**_Enlarge._** The target's size increases by one categoryโfrom Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.
**_Reduce._** The target's size decreases by one categoryโfrom Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).
Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
**_Enlarge._** The target's size increases by one categoryโfrom Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target's attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.
**_Reduce._** The target's size decreases by one categoryโfrom Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target's attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can't reduce the damage below 1).
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Enthrall
C
Lvl 2
enchantment
Cast: Action
Range: 60 feet
You weave a distracting string of words, causing creatures of your choice that you can see within range to make a Wisdom saving throw. Any creature you or your companions are fighting automatically succeeds on this save. On a failed save, a target has a โ10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.
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Find Steed
Lvl 2
conjuration
Cast: Action
Range: 30 feet
**Component:** V, S
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the **Otherworldly Steed** stat block. If you already have a steed from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature typeโCelestial, Fey, or Fiend which determines certain traits in the stat block.
**_Combat._** The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.
**_Disappearance of the Steed._** The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. This creature uses the **Otherworldly Steed** stat block. If you already have a steed from this spell, the steed is replaced by the new one.
The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk. Whenever you cast the spell, choose the steed's creature typeโCelestial, Fey, or Fiend which determines certain traits in the stat block.
**_Combat._** The steed is an ally to you and your allies. In combat, it shares your Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the condition, the steed takes its turn immediately after yours and acts independently, focusing on protecting you.
**_Disappearance of the Steed._** The steed disappears if it drops to 0 Hit Points or if you die. When it disappears, it leaves behind anything it was wearing or carrying. If you cast this spell again, you decide whether you summon the steed that disappeared or a different one.
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Find Traps
Lvl 2
divination
Cast: Action
Range: 120 feet
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the *Alarm* or *Glyph of Warding* spell or a mechanical pit trap, but it wouldn't reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.
This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
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Flame Blade
C
Lvl 2
evocation
Cast: Bonus Action
Range: Self
You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke it again as a Bonus Action.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.
The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
As a Magic action, you can make a melee spell attack with the fiery blade. On a hit, the target takes Fire damage equal to 3d6 plus your spellcasting ability modifier.
The flaming blade sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
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Flaming Sphere
C
Lvl 2
conjuration
Cast: Action
Range: 60 feet
You create a 5-foot-diameter sphere of fire in an unoccupied space on the ground within range. It lasts for the duration. Any creature that ends its turn within 5 feet of the sphere makes a Dexterity saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move the sphere into a creature's space, that creature makes the save against the sphere, and the sphere stops moving for the turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. Flammable objects that aren't being worn or carried start burning if touched by the sphere, and it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
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Gentle Repose
R
Lvl 2
necromancy
Cast: Action
Range: Touch
You touch a corpse or other remains. For the duration, the target is protected from decay and can't become Undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as *Raise Dead*.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as *Raise Dead*.
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Gust of Wind
C
Lvl 2
evocation
Cast: Action
Range: Self
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a Bonus Action on your later turns, you can change the direction in which the Line blasts from you.
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Heat Metal
C
Lvl 2
transmutation
Cast: Action
Range: 60 feet
Choose a manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 Fire damage when you cast the spell. Until the spell ends, you can take a Bonus Action on each of your later turns to deal this damage again if the object is within range.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has Disadvantage on attack rolls and ability checks until the start of your next turn.
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Hold Person
C
Lvl 2
enchantment
Cast: Action
Range: 60 feet
Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
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Invisibility
C
Lvl 2
illusion
Cast: Action
Range: Touch
A creature you touch has the condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.
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| Name | Level | School | Tags |
|---|---|---|---|
| Arcane Lock | Lvl 2 | abjuration |
|
| Arcanist's Magic Aura | Lvl 2 | illusion |
|
| Augury | Lvl 2 | divination |
R
|
| Barkskin | Lvl 2 | transmutation |
|
| Blindness/Deafness | Lvl 2 | transmutation |
|
| Blur | Lvl 2 | illusion |
C
|
| Calm Emotions | Lvl 2 | enchantment |
C
|
| Continual Flame | Lvl 2 | evocation |
|
| Darkness | Lvl 2 | evocation |
C
|
| Darkvision | Lvl 2 | transmutation |
|
| Detect Thoughts | Lvl 2 | divination |
C
|
| Dragon's Breath | Lvl 2 | transmutation |
C
|
| Enhance Ability | Lvl 2 | transmutation |
C
|
| Enlarge/Reduce | Lvl 2 | transmutation |
C
|
| Enthrall | Lvl 2 | enchantment |
C
|
| Find Steed | Lvl 2 | conjuration |
|
| Find Traps | Lvl 2 | divination |
|
| Flame Blade | Lvl 2 | evocation |
C
|
| Flaming Sphere | Lvl 2 | conjuration |
C
|
| Gentle Repose | Lvl 2 | necromancy |
R
|
| Gust of Wind | Lvl 2 | evocation |
C
|
| Heat Metal | Lvl 2 | transmutation |
C
|
| Hold Person | Lvl 2 | enchantment |
C
|
| Invisibility | Lvl 2 | illusion |
C
|