339 spells available
Spell Database
Discover the complete collection of D&D 5E spells from cantrips to 9th level magic
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.
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.
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Misty Step
Lvl 2
conjuration
Cast: 1 action
Range: Self
A Symbaroum mystic spell.
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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.
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.
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Pass without Trace
C
Lvl 2
abjuration
Cast: 1 action
Range: Self
A Symbaroum mystic spell.
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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.
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.
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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.
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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.
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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.
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.
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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.
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.
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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.
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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.
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Shatter
Lvl 2
evocation
Cast: 1 action
Range: Self
A Symbaroum mystic spell.
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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
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.
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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.
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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.
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Spike Growth
C
Lvl 2
transmutation
Cast: 1 action
Range: Self
A Symbaroum mystic spell.
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Spiritual Weapon
C
Lvl 2
evocation
Cast: 1 action
Range: Self
A Symbaroum mystic spell.
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Suggestion
C
Lvl 2
enchantment
Cast: Action
Range: 30 feet
You suggest a course of activity—described in no more than 25 words—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.
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.
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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.
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.
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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.
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.
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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.
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.
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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.
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.
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Beacon of Hope
C
Lvl 3
abjuration
Cast: Action
Range: 30 feet
Choose any number of creatures within range. For the duration, each target has Advantage on Wisdom saving throws and Death Saving Throws and regains the maximum number of Hit Points possible from any healing.
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Bestow Curse
C
Lvl 3
necromancy
Cast: Action
Range: Touch
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
- Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
- The target has Disadvantage on attack rolls against you.
- In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
- If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.
- Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability.
- The target has Disadvantage on attack rolls against you.
- In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn.
- If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage.
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| Name | Level | School | Tags |
|---|---|---|---|
| Mirror Image | Lvl 2 | illusion |
|
| Misty Step | Lvl 2 | conjuration |
|
| Moonbeam | Lvl 2 | evocation |
C
|
| Pass without Trace | Lvl 2 | abjuration |
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 |
|
| Shatter | Lvl 2 | evocation |
|
| Shining Smite | Lvl 2 | transmutation |
C
|
| Silence | Lvl 2 | illusion |
R
C
|
| Spider Climb | Lvl 2 | transmutation |
C
|
| Spike Growth | Lvl 2 | transmutation |
C
|
| Spiritual Weapon | Lvl 2 | evocation |
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 |
|
| Beacon of Hope | Lvl 3 | abjuration |
C
|
| Bestow Curse | Lvl 3 | necromancy |
C
|