317 spells available

Spell Database

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

Stoneskin

Stoneskin

C
Lvl 4 transmutation
Cast: Action
Range: Touch
Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.
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Vitriolic Sphere

Vitriolic Sphere

Lvl 4 evocation
Cast: Action
Range: 150 feet
You point at a location within range, and a glowing, 1-foot-diameter ball of acid streaks there and explodes in a 20-foot-radius Sphere. Each creature in that area makes a Dexterity saving throw. On a failed save, a creature takes 10d4 Acid damage and another 5d4 Acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage only.
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Wall of Fire

Wall of Fire

C
Lvl 4 evocation
Cast: Action
Range: 120 feet
You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.

One side of the wall, selected by you when you cast this spell, deals 5d8 Fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
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Animate Objects

Animate Objects

C
Lvl 5 transmutation
Cast: Action
Range: 120 feet
Objects animate at your command. Choose a number of nonmagical objects within range that aren't being worn or carried, aren't fixed to a surface, and aren't Gargantuan. The maximum number of objects is equal to your spellcasting ability modifier; for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.

Each target animates, sprouts legs, and becomes a Construct that uses the **Animated Object** stat block; this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your Initiative count and takes its turn immediately after yours.

Until the spell ends, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 500 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). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over to that form.
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Antilife Shell

Antilife Shell

C
Lvl 5 abjuration
Cast: Action
Range: Self
An aura extends from you in a 10-foot Emanation for the duration. The aura prevents creatures other than Constructs and Undead from passing or reaching through it. An affected creature can cast spells or make attacks with Ranged or Reach weapons through the barrier.

If you move so that an affected creature is forced to pass through the barrier, the spell ends.
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Arcane Hand

Arcane Hand

C
Lvl 5 evocation
Cast: Action
Range: 120 feet
You create a Large hand of shimmering magical energy in an unoccupied space that you can see within range. The hand lasts for the duration, and it moves at your command, mimicking the movements of your own hand.

The hand is an object that has AC 20 and Hit Points equal to your Hit Point maximum. If it drops to 0 Hit Points, the spell ends. The hand doesn't occupy its space.

When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:

**Clenched Fist.** The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.

**Forceful Hand.** The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target, remaining within 5 feet of it.

**Grasping Hand.** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.

**Interposing Hand.** The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.
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Awaken

Awaken

Lvl 5 transmutation
Cast: 8 hours
Range: Touch
You spend the casting time tracing magical pathways within a precious gemstone, and then touch the target. The target must be either a Beast or Plant creature with an Intelligence of 3 or less or a natural plant that isn't a creature. The target gains an Intelligence of 10 and the ability to speak one language you know. If the target is a natural plant, it becomes a Plant creature and gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. The GM chooses statistics appropriate for the awakened Plant, such as the statistics for the **Awakened Shrub** or **Awakened Tree** in "Monsters."

The awakened target has the condition for 30 days or until you or your allies deal damage to it. When that condition ends, the awakened creature chooses its attitude toward you.
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Cloudkill

Cloudkill

C
Lvl 5 conjuration
Cast: Action
Range: 120 feet
You create a 20-foot-radius Sphere of yellow-green fog centered on a point within range. The fog lasts for the duration or until strong wind (such as the one created by *Gust of Wind*) disperses it, ending the spell. Its area is Heavily Obscured.

Each creature in the Sphere makes a Constitution saving throw, taking 5d8 Poison damage on a failed save or half as much damage on a successful one. A creature must also make this save when the Sphere moves into its space and when it enters the Sphere or ends its turn there. A creature makes this save only once per turn.

The Sphere moves 10 feet away from you at the start of each of your turns.
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Commune

Commune

R
Lvl 5 divination
Cast: 1 minute
Range: Self
You contact a deity or a divine proxy and ask up to three questions that can be answered with yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.

Divine beings aren't necessarily omniscient, so you might receive "unclear" as an answer if a question pertains to information that lies beyond the deity's knowledge. In a case where a one-word answer could be misleading or contrary to the deity's interests, the GM might offer a short phrase as an answer instead.

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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Commune with Nature

Commune with Nature

R
Lvl 5 divination
Cast: 1 minute
Range: Self
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell

doesn't function where nature has been replaced by construction, such as in castles and settlements.

Choose three of the following facts; you learn those facts as they pertain to the spell's area:

- Locations of settlements
- Locations of portals to other planes of existence
- Location of one Challenge Rating 10+ creature (GM's choice) that is a Celestial, an Elemental, a Fey, a Fiend, or an Undead
- The most prevalent kind of plant, mineral, or Beast (you choose which to learn)
- Locations of bodies of water

For example, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
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Cone of Cold

Cone of Cold

Lvl 5 evocation
Cast: Action
Range: Self
You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a

Constitution saving throw, taking 8d8 Cold damage on a failed save or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
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Conjure Elemental

Conjure Elemental

C
Lvl 5 conjuration
Cast: Action
Range: 60 feet
You conjure a Large, intangible spirit from the Elemental Planes that appears in an unoccupied space within range. Choose the spirit's element, which determines its damage type: air (Lightning), earth (Thunder), fire (Fire), or water (Cold). The spirit lasts for the duration.

Whenever a creature you can see enters the spirit's space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature . On failed save, the target takes 8d8 damage of the spirit's type, and the target has the condition until the spell ends. At the start of each of its turns, the target repeats the save.

On a failed save, the target takes 4d8 damage of the spirit's type. On a successful save, the target isn't by the spirit.
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Contact Other Plane

Contact Other Plane

R
Lvl 5 divination
Cast: 1 minute
Range: Self
You mentally contact a demigod, the spirit of a longdead sage, or some other knowledgeable entity from another plane. Contacting this otherworldly intelligence can break your mind. When you cast this spell, make a DC 15 Intelligence saving throw. On a successful save, you can ask the entity up to five questions. You must ask your questions before the spell ends. The GM answers each question with one word, such as "yes," "no," "maybe," "never," "irrelevant," or "unclear" (if the entity doesn't know the answer to the question). If a one-word answer would be misleading, the GM might instead offer a short phrase as an answer.

On a failed save, you take 6d6 Psychic damage and have the condition until you finish a Long Rest. A *Greater Restoration* spell cast on you ends this effect.
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Contagion

Contagion

Lvl 5 necromancy
Cast: Action
Range: Touch
**Component:** V, S

Your touch inflicts a magical contagion. The target must succeed on a Constitution saving throw or take 11d8 Necrotic damage and have the condition. Also, choose one ability when you cast the spell. While , the target has Disadvantage on saving throws made with the chosen ability.

The target must repeat the saving throw at the end of each of its turns until it gets three successes or failures. If the target succeeds on three of these saves, the spell ends on the target. If the target fails three of the saves, the spell lasts for 7 days on it.

Whenever the target receives an effect that would end the condition, the target must succeed on a Constitution saving throw, or the condition doesn't end on it.
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Creation

Creation

Lvl 5 illusion
Cast: 1 minute
Range: 30 feet
You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like) or mineral matter (stone, crystal, metal, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.

The spell's duration depends on the object's material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell's Material component causes the other spell to fail.

Table: Materials

| Material | Duration |
|-----------------------|------------|
| Vegetable matter | 24 hours |
| Stone or crystal | 12 hours |
| Precious metals | 1 hour |
| Gems | 10 minutes |
| Adamantine or mithral | 1 minute |
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Dispel Evil and Good

Dispel Evil and Good

C
Lvl 5 abjuration
Cast: Action
Range: Self
For the duration, Celestials, Elementals, Fey, Fiends, and Undead have Disadvantage on attack rolls against you. You can end the spell early by using either of the following special functions.

*Break Enchantment.* As a Magic action, you touch a creature that is possessed by or has the or condition from one or more creatures of the types above. The target is no longer possessed, , or by such creatures.

*Dismissal.* As a Magic action, you target one creature you can see within 5 feet of you that has one of the creature types above. The target must succeed on a Charisma saving throw or be sent back to its home plane if it isn't there already. If they aren't on their home plane, Undead are sent to the Shadowfell, and Fey are sent to the Feywild.
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Dominate Person

Dominate Person

C
Lvl 5 enchantment
Cast: Action
Range: 60 feet
One Humanoid you can see within range must succeed on a Wisdom saving throw or have the condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success.

You have a telepathic link with the target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself.

You can command the target to take a Reaction but must take your own Reaction to do so.
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Dream

Dream

Lvl 5 illusion
Cast: 1 minute
Range: Special
You target a creature you know on the same plane of existence. You or a willing creature you touch enters a trance state to act as a dream messenger. While in the trance, the messenger is and has a Speed of 0.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the spell's duration. The messenger can also shape the dream's environment, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the spell. The target recalls the dream perfectly upon waking.

If the target is awake when you cast the spell, the messenger knows it and can either end the trance (and the spell) or wait for the target to sleep, at which point the messenger enters its dreams.

You can make the messenger terrifying to the target. If you do so, the messenger can deliver a message of no more than ten words, and then the target makes a Wisdom saving throw. On a failed save, the target gains no benefit from its rest, and it takes 3d6 Psychic damage when it wakes up.
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Flame Strike

Flame Strike

Lvl 5 evocation
Cast: Action
Range: 60 feet
A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foothigh Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.
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Geas

Geas

Lvl 5 enchantment
Cast: 1 minute
Range: 60 feet
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed on a Wisdom saving throw or have the condition for the duration. The target automatically succeeds if it can't understand your command.

While , the creature takes 5d10 Psychic damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

A *Remove Curse*, *Greater Restoration*, or *Wish* spell ends this spell.
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Greater Restoration

Greater Restoration

Lvl 5 abjuration
Cast: Action
Range: Touch
You touch a creature and magically remove one of the following effects from it:

- 1 level
- The or condition
- A curse, including the target's Attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- Any reduction to the target's Hit Point maximum
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Hallow

Hallow

Lvl 5 abjuration
Cast: 24 hours
Range: Touch
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of *Hallow*. The affected area has the following effects.

**_Hallowed Ward._** Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can't willingly enter the area, and any creature that is possessed by or that has the or condition from such creatures isn't possessed, , or by them while in the area.

**_Extra Effect._** You bind an extra effect to the area from the list below:

**_Courage._** Creatures of any types you choose can't gain the condition while in the area.

**_Darkness._** Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can't illuminate the area.

**_Daylight._** Bright light fills the area. Magical Darkness created by spells of a level lower than this spell can't extinguish the light.

**_Peaceful Rest._** Dead bodies interred in the area can't be turned into Undead.

**_Extradimensional Interference._** Creatures of any types you choose can't enter or exit the area using teleportation or interplanar travel.

**_Fear._** Creatures of any types you choose have the condition while in the area.

**_Resistance._** Creatures of any types you choose have Resistance to one damage type of your choice while in the area.

**_Silence._** No sound can emanate from within the area, and no sound can reach into it.

**_Tongues._** Creatures of any types you choose can communicate with any other creature in the area even if they don't share a common language.

**_Vulnerability._** Creatures of any types you choose have Vulnerability to one damage type of your choice while in the area.
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Hold Monster

Hold Monster

C
Lvl 5 enchantment
Cast: Action
Range: 90 feet
Choose a creature 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.
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Insect Plague

Insect Plague

C
Lvl 5 conjuration
Cast: Action
Range: 300 feet
Swarming locusts fill a 20-foot-radius Sphere centered on a point you choose within range. The Sphere remains for the duration, and its area is Lightly Obscured and Difficult Terrain.

When the swarm appears, each creature in it makes a Constitution saving throw, taking 4d10 Piercing damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell's area for the first time on a turn or ends its turn there. A creature makes this save only once per turn.
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Name Level School Tags
Stoneskin Lvl 4 transmutation
C
Vitriolic Sphere Lvl 4 evocation
Wall of Fire Lvl 4 evocation
C
Animate Objects Lvl 5 transmutation
C
Antilife Shell Lvl 5 abjuration
C
Arcane Hand Lvl 5 evocation
C
Awaken Lvl 5 transmutation
Cloudkill Lvl 5 conjuration
C
Commune Lvl 5 divination
R
Commune with Nature Lvl 5 divination
R
Cone of Cold Lvl 5 evocation
Conjure Elemental Lvl 5 conjuration
C
Contact Other Plane Lvl 5 divination
R
Contagion Lvl 5 necromancy
Creation Lvl 5 illusion
Dispel Evil and Good Lvl 5 abjuration
C
Dominate Person Lvl 5 enchantment
C
Dream Lvl 5 illusion
Flame Strike Lvl 5 evocation
Geas Lvl 5 enchantment
Greater Restoration Lvl 5 abjuration
Hallow Lvl 5 abjuration
Hold Monster Lvl 5 enchantment
C
Insect Plague Lvl 5 conjuration
C