339 spells available

Spell Database

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

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
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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Shield of Faith

Shield of Faith

C
Lvl 1 abjuration
Cast: 1 action
Range: Self
A Symbaroum mystic spell.
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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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Thunderwave

Thunderwave

Lvl 1 evocation
Cast: 1 action
Range: Self
A Symbaroum mystic spell.
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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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Arcane Lock

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

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.
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Augury

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 … |
|--------------|----------------------------|
| 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

Barkskin

Lvl 2 transmutation
Cast: Bonus Action
Range: Touch
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

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

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

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.
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Continual Flame

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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Name Level School Tags
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
Shield of Faith Lvl 1 abjuration
C
Silent Image Lvl 1 illusion
C
Sleep Lvl 1 enchantment
C
Speak with Animals Lvl 1 divination
R
Thunderwave Lvl 1 evocation
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
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