317 spells available
Spell Database
Discover the complete collection of D&D 5E spells from cantrips to 9th level magic
Plant Growth
Lvl 3
transmutation
Cast: Action (Overgrowth) or 8 hours (Enrichment)
Range: 150 feet
This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.
**_Overgrowth._** Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.
**_Enrichment._** All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one *Plant Growth* per year.
**_Overgrowth._** Choose a point within range. All normal plants in a 100-foot-radius Sphere centered on that point become thick and overgrown. A creature moving through that area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell's area from being affected.
**_Enrichment._** All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants yield twice the normal amount of food when harvested. They can benefit from only one *Plant Growth* per year.
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Protection from Energy
C
Lvl 3
abjuration
Cast: Action
Range: Touch
For the duration, the willing creature you touch has Resistance to one damage type of your choice: Acid, Cold, Fire, Lightning, or Thunder.
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Remove Curse
Lvl 3
abjuration
Cast: Action
Range: Touch
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.
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Revivify
Lvl 3
necromancy
Cast: Action
Range: Touch
You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can't revive a creature that has died of old age, nor does it restore any missing body parts.
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Sending
Lvl 3
divination
Cast: Action
Range: Unlimited
You send a short message of 25 words or fewer to a creature you have met or a creature described to you by someone who has met it. The target hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables targets to understand the meaning of your message.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails.
Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.
You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. You know if the delivery fails.
Upon receiving your message, a creature can block your ability to reach it again with this spell for 8 hours. If you try to send another message during that time, you learn that you are blocked, and the spell fails.
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Sleet Storm
C
Lvl 3
conjuration
Cast: Action
Range: 150 feet
Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused.
Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a
Dexterity saving throw or have the condition and lose Concentration.
Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a
Dexterity saving throw or have the condition and lose Concentration.
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Slow
C
Lvl 3
transmutation
Cast: Action
Range: 120 feet
You alter time around up to six creatures of your choice in a 40-foot Cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target's Speed is halved, it takes a โ2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
An affected target's Speed is halved, it takes a โ2 penalty to AC and Dexterity saving throws, and it can't take Reactions. On its turns, it can take either an action or a Bonus Action, not both, and it can make only one attack if it takes the Attack action. If it casts a spell with a Somatic component, there is a 25 percent chance the spell fails as a result of the target making the spell's gestures too slowly.
An affected target repeats the save at the end of each of its turns, ending the spell on itself on a success.
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Speak with Dead
Lvl 3
necromancy
Cast: Action
Range: 10 feet
You grant the semblance of life to a corpse of your choice within range, allowing it to answer questions you pose. The corpse must have a mouth, and this spell fails if the deceased creature was Undead when it died. The spell also fails if the corpse was the target of this spell within the past 10 days.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are antagonistic toward it or it recognizes you as an enemy. This spell doesn't return the creature's soul to its body, only its animating spirit. Thus, the corpse can't learn new information, doesn't comprehend anything that has happened since it died, and can't speculate about future events.
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Speak with Plants
Lvl 3
transmutation
Cast: Action
Range: Self
You imbue plants in an immobile 30-foot Emanation with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.
The spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.
If a Plant creature is in the area, you can communicate with it as if you shared a common language.
You can also turn Difficult Terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into Difficult Terrain that lasts for the duration.
The spell doesn't enable plants to uproot themselves and move about, but they can move their branches, tendrils, and stalks for you.
If a Plant creature is in the area, you can communicate with it as if you shared a common language.
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Spirit Guardians
C
Lvl 3
conjuration
Cast: Action
Range: Self
Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.
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Stinking Cloud
C
Lvl 3
conjuration
Cast: Action
Range: 90 feet
You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind (such as the one created by *Gust of Wind*) disperses it.
Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the condition until the end of the current turn. While in this way, the creature can't take an action or a Bonus Action.
Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the condition until the end of the current turn. While in this way, the creature can't take an action or a Bonus Action.
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Tiny Hut
R
Lvl 3
evocation
Cast: 1 minute
Range: Self
A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn't big enough to fully encapsulate all creatures in its area.
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.
The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
Creatures and objects within the Emanation when you cast the spell can move through it freely. All other creatures and objects are barred from passing through it. Spells of level 3 or lower can't be cast through it, and the effects of such spells can't extend into it.
The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it's transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
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Tongues
Lvl 3
divination
Cast: Action
Range: Touch
This spell grants the creature you touch the ability to understand any spoken or signed language that it hears or sees. Moreover, when the target communicates by speaking or signing, any creature that
knows at least one language can understand it if that creature can hear the speech or see the signing.
knows at least one language can understand it if that creature can hear the speech or see the signing.
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Vampiric Touch
C
Lvl 3
necromancy
Cast: Action
Range: Self
The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds. Make a melee spell attack against one creature within reach. On a hit, the target takes 3d6 Necrotic damage, and you regain Hit Points equal to half the amount of Necrotic damage dealt.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.
Until the spell ends, you can make the attack again on each of your turns as a Magic action, targeting the same creature or a different one.
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Water Breathing
R
Lvl 3
transmutation
Cast: Action
Range: 30 feet
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
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Water Walk
R
Lvl 3
transmutation
Cast: Action
Range: 30 feet
This spell grants the ability to move across any liquid surfaceโsuch as water, acid, mud, snow, quicksand, or lavaโas if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.
An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.
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Wind Wall
C
Lvl 3
evocation
Cast: Action
Range: 120 feet
A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 Bludgeoning damage on a failed save or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. Boulders hurled by Giants or siege engines, and similar projectiles, are unaffected. Creatures in gaseous form can't pass through it.
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Arcane Eye
C
Lvl 4
divination
Cast: Action
Range: 30 feet
You create an , invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.
As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
As a Bonus Action, you can move the eye up to 30 feet in any direction. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.
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Aura of Life
C
Lvl 4
abjuration
Cast: Action
Range: Self
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can't be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
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Banishment
C
Lvl 4
abjuration
Cast: Action
Range: 30 feet
One creature that you can see within range must succeed on a Charisma saving throw or be transported to a harmless demiplane for the duration. While there, the target has the condition. When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (GM's choice) associated with its creature type.
If the target is an Aberration, a Celestial, an Elemental, a Fey, or a Fiend, the target doesn't return if the spell lasts for 1 minute. The target is instead transported to a random location on a plane (GM's choice) associated with its creature type.
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Black Tentacles
C
Lvl 4
conjuration
Cast: Action
Range: 90 feet
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in that area into Difficult Terrain.
Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.
A creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.
Each creature in that area makes a Strength saving throw. On a failed save, it takes 3d6 Bludgeoning damage, and it has the condition until the spell ends. A creature also makes that save if it enters the area or ends it turn there. A creature makes that save only once per turn.
A creature can take an action to make a Strength (Athletics) check against your spell save DC, ending the condition on itself on a success.
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Blight
Lvl 4
necromancy
Cast: Action
Range: 30 feet
A creature that you can see within range makes a Constitution saving throw, taking 8d8 Necrotic damage on a failed save or half as much damage on a successful one. A Plant creature automatically fails the save.
Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.
Alternatively, target a nonmagical plant that isn't a creature, such as a tree or shrub. It doesn't make a save; it simply withers and dies.
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Charm Monster
Lvl 4
enchantment
Cast: Action
Range: 30 feet
One creature you can see within range makes a Wisdom saving throw. It does so with Advantage if you or your allies are fighting it. On a failed save, the target has the condition until the spell ends or until you or your allies damage it. The creature is Friendly to you. When the spell ends, the target knows it was by you.
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Compulsion
C
Lvl 4
enchantment
Cast: Action
Range: 30 feet
Each creature of your choice that you can see within range must succeed on a Wisdom saving throw or have the condition until the spell ends.
For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
For the duration, you can take a Bonus Action to designate a direction that is horizontal to you. Each target must use as much of its movement as possible to move in that direction on its next turn, taking the safest route. After moving in this way, a target repeats the save, ending the spell on itself on a success.
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| Name | Level | School | Tags |
|---|---|---|---|
| Plant Growth | Lvl 3 | transmutation |
|
| Protection from Energy | Lvl 3 | abjuration |
C
|
| Remove Curse | Lvl 3 | abjuration |
|
| Revivify | Lvl 3 | necromancy |
|
| Sending | Lvl 3 | divination |
|
| Sleet Storm | Lvl 3 | conjuration |
C
|
| Slow | Lvl 3 | transmutation |
C
|
| Speak with Dead | Lvl 3 | necromancy |
|
| Speak with Plants | Lvl 3 | transmutation |
|
| Spirit Guardians | Lvl 3 | conjuration |
C
|
| Stinking Cloud | Lvl 3 | conjuration |
C
|
| Tiny Hut | Lvl 3 | evocation |
R
|
| Tongues | Lvl 3 | divination |
|
| Vampiric Touch | Lvl 3 | necromancy |
C
|
| Water Breathing | Lvl 3 | transmutation |
R
|
| Water Walk | Lvl 3 | transmutation |
R
|
| Wind Wall | Lvl 3 | evocation |
C
|
| Arcane Eye | Lvl 4 | divination |
C
|
| Aura of Life | Lvl 4 | abjuration |
C
|
| Banishment | Lvl 4 | abjuration |
C
|
| Black Tentacles | Lvl 4 | conjuration |
C
|
| Blight | Lvl 4 | necromancy |
|
| Charm Monster | Lvl 4 | enchantment |
|
| Compulsion | Lvl 4 | enchantment |
C
|