339 spells available
Spell Database
Discover the complete collection of D&D 5E spells from cantrips to 9th level magic
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.
View Spell Details
Darkvision
Lvl 2
transmutation
Cast: Action
Range: Touch
For the duration, a willing creature you touch has Darkvision with a range of 150 feet.
View Spell Details
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.
View Spell Details
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.
View Spell Details
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.
View Spell Details
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 category—from 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 category—from 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 category—from 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 category—from 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).
View Spell Details
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 −10 penalty to Wisdom (Perception) checks and Passive Perception until the spell ends.
View Spell Details
Find Steed
Lvl 2
conjuration
Cast: Action
Range: 30 feet
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 type—Celestial, 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.
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 type—Celestial, 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.
View Spell Details
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.
View Spell Details
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.
View Spell Details
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.
View Spell Details
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*.
View Spell Details
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.
View Spell Details
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.
View Spell Details
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.
View Spell Details
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.
View Spell Details
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.
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
Lesser Restoration
Lvl 2
abjuration
Cast: 1 action
Range: Self
A Symbaroum mystic spell.
View Spell Details
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.
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
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
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 close—within 30 feet—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.
The spell can locate a specific object known to you if you have seen it up close—within 30 feet—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
R
Lvl 2
illusion
Cast: 1 minute
Range: 30 feet
You implant a message within an object in range—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.
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
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
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
| Name | Level | School | Tags |
|---|---|---|---|
| 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
|
| Knock | Lvl 2 | transmutation |
|
| Lesser Restoration | Lvl 2 | abjuration |
|
| 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
|