317 spells available

Spell Database

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

Knock

Knock

Lvl 2 transmutation
Cast: Action
Range: 60 feet
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If the target is held shut by *Arcane Lock*, that spell is suppressed for 10 minutes, during which time the target can be opened and closed.

When you cast the spell, a loud knock, audible up to 300 feet away, emanates from the target.
View Spell Details
Levitate

Levitate

C
Lvl 2 transmutation
Cast: Action
Range: 60 feet
One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can take a Magic action to move the target, which must remain within the spell's range.

When the spell ends, the target floats gently to the ground if it is still aloft.
View Spell Details
Locate Animals or Plants

Locate Animals or Plants

R
Lvl 2 divination
Cast: Action
Range: Self
Describe or name a specific kind of Beast, Plant creature, or nonmagical plant. You learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
View Spell Details
Locate Object

Locate Object

C
Lvl 2 divination
Cast: Action
Range: Self
Describe or name an object that is familiar to you. You sense the direction to the object's location if that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.

The spell can locate a specific object known to you if you have seen it up closeโ€”within 30 feetโ€”at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.

This spell can't locate an object if any thickness of lead blocks a direct path between you and the object.
View Spell Details
Magic Mouth

Magic Mouth

R
Lvl 2 illusion
Cast: 1 minute
Range: 30 feet
You implant a message within an object in rangeโ€”a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
View Spell Details
Magic Weapon

Magic Weapon

Lvl 2 transmutation
Cast: Bonus Action
Range: Touch
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. The spell ends early if you cast it again.
View Spell Details
Mind Spike

Mind Spike

C
Lvl 2 divination
Cast: Action
Range: 120 feet
You drive a spike of psionic energy into the mind of one creature you can see within range. The target makes a Wisdom saving throw, taking 3d8 Psychic damage on a failed save or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it has the condition, it gains no benefit from that condition against you.
View Spell Details
Mirror Image

Mirror Image

Lvl 2 illusion
Cast: Action
Range: Self
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real.

Each time a creature hits you with an attack roll during the spell's duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it has the condition, Blindsight, or Truesight.
View Spell Details
Moonbeam

Moonbeam

C
Lvl 2 evocation
Cast: Action
Range: 120 feet
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.

When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the *Polymorph* spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.
View Spell Details
Phantasmal Force

Phantasmal Force

C
Lvl 2 illusion
Cast: Action
Range: 60 feet
You attempt to craft an illusion in the mind of a creature you can see within range. The target makes an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.

The target can take a Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While affected by the spell, the target treats the phantasm as if it were real and rationalizes any illogical outcomes from interacting with it. For example, if the target steps through a phantasmal bridge and survives the fall, it believes the bridge exists and something else caused it to fall.

An affected target can even take damage from the illusion if the phantasm represents a dangerous creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
View Spell Details
Prayer of Healing

Prayer of Healing

Lvl 2 abjuration
Cast: 10 minutes
Range: 30 feet
Up to five creatures of your choice who remain within range for the spell's entire casting gain the benefits of a Short Rest and also regain 2d8 Hit Points. A creature can't be affected by this spell again until that creature finishes a Long Rest.
View Spell Details
Protection from Poison

Protection from Poison

Lvl 2 abjuration
Cast: Action
Range: Touch
You touch a creature and end the condition on it. For the duration, the target has Advantage on saving throws to avoid or end the condition, and it has Resistance to Poison damage.
View Spell Details
Ray of Enfeeblement

Ray of Enfeeblement

C
Lvl 2 necromancy
Cast: Action
Range: 60 feet
A beam of enervating energy shoots from you toward a creature within range. The target must make a Constitution saving throw. On a successful save, the target has Disadvantage on the next attack roll it makes until the start of your next turn.

On a failed save, the target has Disadvantage on Strength-based D20 Tests for the duration. During that time, it also subtracts 1d8 from all its damage rolls. The target repeats the save at the end of each of its turns, ending the spell on a success.
View Spell Details
Rope Trick

Rope Trick

Lvl 2 transmutation
Cast: Action
Range: Touch
You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope's upper end, an 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.

The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can't pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.
View Spell Details
Scorching Ray

Scorching Ray

Lvl 2 evocation
Cast: Action
Range: 120 feet
You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
View Spell Details
See Invisibility

See Invisibility

Lvl 2 divination
Cast: Action
Range: Self
For the duration, you see creatures and objects that have the condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.
View Spell Details
Shining Smite

Shining Smite

C
Lvl 2 transmutation
Cast: Bonus Action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
Range: Self
**Component:** V

The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the condition.
View Spell Details
Silence

Silence

R C
Lvl 2 illusion
Cast: Action
Range: 120 feet
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to Thunder damage, and creatures have the condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
View Spell Details
Spider Climb

Spider Climb

C
Lvl 2 transmutation
Cast: Action
Range: Touch
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.
View Spell Details
Suggestion

Suggestion

C
Lvl 2 enchantment
Cast: Action
Range: 30 feet
You suggest a course of activityโ€”described in no more than 25 wordsโ€”to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, "Fetch the key to the cult's treasure vault, and give the key to me." Or you could say, "Stop fighting, leave this library peacefully, and don't return."

The target must succeed on a Wisdom saving throw or have the condition for the duration or until you or your allies deal damage to the target. The target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it.
View Spell Details
Warding Bond

Warding Bond

Lvl 2 abjuration
Cast: Action
Range: Touch
You touch another creature that is willing and create a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has Resistance to all damage. Also, each time it takes damage, you take the same amount of damage.

The spell ends if you drop to 0 Hit Points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures.
View Spell Details
Web

Web

C
Lvl 2 conjuration
Cast: Action
Range: 60 feet
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the condition while in the webs or until it breaks free.

A creature by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer .

The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.
View Spell Details
Zone of Truth

Zone of Truth

Lvl 2 enchantment
Cast: Action
Range: 60 feet
You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether a creature succeeds or fails on this save.

An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.
View Spell Details
Animate Dead

Animate Dead

Lvl 3 necromancy
Cast: 1 minute
Range: 10 feet
Choose a pile of bones or a corpse of a Medium or Small Humanoid within range. The target becomes an Undead creature: a **Skeleton** if you chose bones or a **Zombie** if you chose a corpse (see "Monsters" for the stat blocks).

On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature.
View Spell Details
Name Level School Tags
Knock Lvl 2 transmutation
Levitate Lvl 2 transmutation
C
Locate Animals or Plants Lvl 2 divination
R
Locate Object Lvl 2 divination
C
Magic Mouth Lvl 2 illusion
R
Magic Weapon Lvl 2 transmutation
Mind Spike Lvl 2 divination
C
Mirror Image Lvl 2 illusion
Moonbeam Lvl 2 evocation
C
Phantasmal Force Lvl 2 illusion
C
Prayer of Healing Lvl 2 abjuration
Protection from Poison Lvl 2 abjuration
Ray of Enfeeblement Lvl 2 necromancy
C
Rope Trick Lvl 2 transmutation
Scorching Ray Lvl 2 evocation
See Invisibility Lvl 2 divination
Shining Smite Lvl 2 transmutation
C
Silence Lvl 2 illusion
R C
Spider Climb Lvl 2 transmutation
C
Suggestion Lvl 2 enchantment
C
Warding Bond Lvl 2 abjuration
Web Lvl 2 conjuration
C
Zone of Truth Lvl 2 enchantment
Animate Dead Lvl 3 necromancy