Spells

## Spellcasting

Magic permeates the world of Parvolon and often appears in the form of a spell.

See Spellcasting for more details on how how a spell is cast.

## Spells by Class

* Artificer Spell List
* Bard Spell List
* Cleric Spell List
* Druid Spell List
* Healer Spell List
* Paladin Spell List
* Psyweilder Spell List
* Ranger Spell List
* Sorcerer Spell List
* Warlock Spell List
* Wizard Spell List

## All Spells

ExclusiveEx - Spells with the Ex Tag are Campaign specific, or Rare case spells. You must have had very specific training or the Campaign setting has to fit the theme. Please speak with a DM to see if these spells would be available to you.

### Cantrips (0th level)

* Acid Splash - You hurl a bubble of acid.
* Chill Touch - You create a ghostly, skeletal hand in the space of a creature within range.
* Dancing Lights - You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration.
* Druidcraft - Whispering to the spirits of nature, you create one of the following effects within range:
* Eldritch Blast - A beam of crackling energy streaks toward a creature within range.
* Fire Bolt - You hurl a mote of fire at a creature or object within range.
* Guidance - Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice.
* Gust - You seize the air and compel it to create one of the following effects at a point you can see within range:
* Light - Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
* Lightning Lure - You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you.
* Mage Hand - A spectral, floating hand appears at a point you choose within range.
* Mending - This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin.
* Message - You point your finger toward a creature within range and whisper a message.
* Minor Illusion - You create a sound or an image of an object within range that lasts for the duration.
* Mold Earth - You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
* Poison Spray - You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm.
* Prestidigitation - This spell is a minor magical trick that novice spellcasters use for practice.
* Produce Flame - The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
* Ray of Frost - A frigid beam of blue-white light streaks toward a creature within range.
* Resistance - Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice.
* Sacred Flame - Flame-like radiance descends on a creature that you can see within range.
* Shillelagh - The wood of a club or quarterstaff you are holding is imbued with nature's power.
* Shape Water - You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
* Shocking Grasp - Lightning springs from your hand to deliver a shock to a creature you try to touch.
* Spare the Dying - You touch a living creature that has 0 hit points. The creature becomes stable.
* Sword Burst - You create a momentary circle of spectral blades that sweep around you.
* Thaumaturgy - You manifest a minor wonder, a sign of supernatural power, within range.
* True Strike - Your magic grants you a brief insight into the target's defenses.
* Vicious Mockery - You unleash a string of insults laced with subtle enchantments at a creature you can see within range.

### 1st level

* Acid Stream - A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose.
* Absorb Elements - The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack.
* Alarm - You set an alarm against unwanted intrusion.
* Animal Friendship - This spell lets you convince a beast that you mean it no harm.
* Bane - Whenever a target makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.
* Armor of Agathys - A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear.
* Bless - Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
* Burning Hands - As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips.
* Charm Person - You attempt to charm a humanoid you can see within range.
* Chromatic Orb - You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range.
* Color Spray - A dazzling array of flashing, colored light springs from your hand.
* Command - You speak a one-word command to a creature you can see within range.
* Compelled Duel - You attempt to compel a creature into a duel.
* Comprehend Languages - For the duration, you understand the literal meaning of any spoken language that you hear.
* Create or Destroy Water - You either create or destroy water.
* Cure Wounds - A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier.
* Detect Evil and GoodEx - For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located.
* Detect Magic - For the duration, you sense the presence of magic within 30 feet of you.
* Detect Poison and Disease - For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.
* Disguise Self - You make yourself–including your clothing, armor, weapons, and other belongings on your person–look different until the spell ends or until you use your action to dismiss it.
* Dissonant Whispers - You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain.
* Divine Favor - Your prayer empowers you with divine radiance.
* Earth Tremor - You cause a tremor in the ground in a 10-foot radius.
* Entangle - Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range.
* Expeditious Retreat - This spell allows you to move at an incredible pace.
* Faerie Fire - Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
* False Life - Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
* Feather Fall - A falling creature's rate of descent slows to 60 feet per round until the spell ends.
* Find Familiar - You gain the service of a familiar, a spirit that takes an animal form you choose:
* Floating Disk - This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range.
* Flurry - You suffuse your weapon with energy, granting yourself an unnatural attack speed.
* Fog Cloud - You create a 20-foot-radius sphere of fog centered on a point within range.
* Forceful Strike - You send a surge of high-intensity arcane energy into the creature that you hit
* Frost Fingers - Freezing cold blasts from your fingertips in a 15-foot cone.
* Goodberry - Up to ten berries appear in your hand and are infused with magic for the duration.
* Grease - Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
* Guided Strike - Your weapon suffuses itself with arcane energy, allowing a weapon attack of your choice a moment of clarity & guidance.
* Guiding Bolt - A flash of light streaks toward a creature of your choice within range.
* Healing Word - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier.
* Hellish Rebuke - You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames.
* Hex - You place a curse on a creature that you can see within range.
* Heroism - A willing creature you touch is imbued with bravery.
* Hideous Laughter - A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it.
* Hunter's Mark - You choose a creature you can see within range and mystically mark it as your quarry.
* Ice Knife - You create a shard of ice and fling it at one creature within range.
* Identify - You choose one object that you must touch throughout the casting of the spell, and learn of its properties
* Illusory Script - You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.
* Inflict Wounds - On a hit, the target takes 3d10 necrotic damage.
* Jump - You touch a creature. The creature's jump distance is tripled until the spell ends.
* Longstrider - You touch a creature. The target's speed increases by 10 feet until the spell ends.
* Mage Armor - You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends.
* Magic Missile - You create three glowing darts of magical force.
* Magnify Gravity - The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment.
* Protection from Evil and GoodEx - Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
* Purify Food and Drink - All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
* Ray of Sickness - A ray of sickening greenish energy lashes out toward a creature within range.
* Returning Weapon - You imbue magical energy into a weapon that you touch with the thrown and light properties.
* Sanctuary - You ward a creature within range against attack.
* Searing Smite - Your weapon flares with white-hot intensity
* Shield - An invisible barrier of magical force appears and protects you.
* Shield of Faith - A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
* Silent Image - You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube.
* Sleep - This spell sends creatures into a magical slumber.
* Speak with Animals - You gain the ability to comprehend and verbally communicate with beasts for the duration.
* Swipe - You arc your weapon in front of you, striking each creature in 5 touching spaces adjacent to your space.
* Thunderous Smite - Your weapon rings with thunder that is audible within 300 feet of you
* Thunderwave - A wave of thunderous force sweeps out from you.
* Unseen Servant - This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends.
* Witch Bolt - A beam of crackling, blue energy lances out toward a creature within range
* Wrathful Smite - The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1d6 psychic damage.

### 2nd level

* Acid Arrow - A shimmering green arrow streaks toward a target within range and bursts in a spray of acid.
* Aid - Your spell bolsters your allies with toughness and resolve.
* Alter Self - You assume a different form.
* Animal Messenger - By means of this spell, you use an animal to deliver a message.
* Arcane Lock - You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.
* Arcanist's Magic Aura - You place an illusion on a creature or an object you touch so that divination spells reveal false information about it.
* Augury - By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes.
* Barkskin - Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
* Beast Sense - You can use your action to see through the beast’s eyes and hear what it hears
* Binding Ice - A burst of cold energy emanates from you in a 30-foot cone.
* Blindness/Deafness - You can blind or deafen a foe.
* Blur - Your body becomes blurred, shifting and wavering to all who can see you.
* Branding Smite - The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike.
* Calm Emotions - You attempt to suppress strong emotions in a group of people.
* Continual Flame - A flame, equivalent in brightness to a torch, springs forth from an object that you touch.
* Crown of Madness - One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration.
* Darkness - Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration.
* Darkvision - You touch a willing creature to grant it the ability to see in the dark.
* Detect Thoughts - For the duration, you can read the thoughts of certain creatures.
* Earthbind - The target must succeed on a Strength saving throw or its flying speed (if any) is reduced to 0 feet
* Earthen Grasp - You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it.
* Enhance Ability - You touch a creature and bestow upon it a magical enhancement.
* Enlarge/Reduce - You cause a creature or an object you can see within range to grow larger or smaller for the duration.
* Enthrall - The target has disadvantage on Wisdom (Perception) checks made to perceive any creature other than you until the spell ends or until the target can no longer hear you.
* Find Steed - You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it.
* Find Traps - You sense the presence of any trap within range that is within line of sight.
* Flame Blade - You evoke a fiery blade in your free hand.
* Flaming Sphere - A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration.
* Gentle Repose - You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.
* Gust of Wind - A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration.
* Heat Metal - 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.
* Hold Person - The target must succeed on a Wisdom saving throw or be paralyzed for the duration.
* Immoveable Object - You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place.
* Invisibility - A creature you touch becomes invisible until the spell ends.
* Knock - A loud knock, audible from as far away as 300 feet, emanates from the target object.
* Lesser Restoration - You touch a creature and can end either one disease or one condition afflicting it.
* Levitate - One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration.
* Locate Animals or Plants - Describe or name a specific kind of beast or plant. Concentrating on the voice of nature in your surroundings, you learn the direction and distance to the closest creature or plant of that kind within 5 miles, if any are present.
* Locate Object - You sense the direction to an object's location, as long as that object is within 1,000 feet of you.
* Magic Mouth - You implant a message within an object in range, a message that is uttered when a trigger condition is met.
* Magic Weapon - 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.
* Mirror Image - Three illusory duplicates of yourself appear in your space.
* Misty Step - Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
* Moonbeam - A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range.
* Pass without Trace - A veil of shadows and silence radiates from you, masking you and your companions from detection.
* Phantasmal Force - You craft an illusion that takes root in the mind of a creature that you can see within range.
* Prayer of Healing - Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier.
* Protection from Poison - You touch a creature. If it is poisoned, you neutralize the poison.
* Ray of Enfeeblement - A black beam of enervating energy springs from your finger toward a creature within range.
* Rope Trick - You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground.
* Scorching Ray - You create three rays of fire and hurl them at targets within range.
* Shadow Blade - You weave together threads of shadow to create a sword of solidified gloom in your hand.
* See Invisibility - For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane.
* Shatter - A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
* Silence - 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.
* Snowball Storm - A flurry of magic snowballs erupts from a point you choose within range.
* Spider Climb - Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free.
* Spike Growth - The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns.
* Spiritual Weapon - You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.
* Suggestion - You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you.
* Warding Bond - This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends.
* Web - You conjure a mass of thick, sticky webbing at a point of your choice within range.
* Whirlwind Strike - You swing your weapon around your body in circles, creating a whirling flurry of destruction.
* Zone of Truth - You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range.

### 3rd level

* Animate Dead - This spell creates an undead servant.
* Aura of Vitality - Healing energy radiates from you in an aura with a 30-foot radius.
* Beacon of Hope - This spell bestows hope and vitality.
* Bestow Curse - When you cast this spell, choose the nature of the curse from the following options:
* Blink - You vanish from your current plane of existence and appear in the Ethereal Plane
* Call Lightning - A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see 100 feet directly above you.
* Catnap - You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration.
* Clairvoyance - You create an invisible sensor within range in a location familiar to you
* Conjure AnimalsEx - You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range.
* Conjure Barrage - You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear.
* Counterspell - You attempt to interrupt a creature in the process of casting a spell.
* Create Food and Water - You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours.
* Crusader's Mantle - Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures.
* Dashing Strike - You dash forward up to 30 feet in a straight line.
* Daylight - A 60-foot-radius sphere of light spreads out from a point you choose within range.
* Dispel Magic - Any spell of 3rd level or lower on the target ends.
* Fear - You project a phantasmal image of a creature's worst fears.
* Fireball - A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.
* Flame Stride - The billowing flames of a dragon cover your feet, granting you explosive speed.
* Fly - The target gains a flying speed of 60 feet for the duration
* Gaseous Form - You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration.
* Glyph of Warding - When you cast this spell, you inscribe a glyph that harms other creatures
* Haste - Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns.
* Hypnotic Pattern - You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range.
* Lightning Bolt - A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose.
* Magic Circle - You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range.
* Magic Shield - You touch a shield you are holding & cause the shield to feel nearly weightless, almost as if it moves on its own.
* Major Image - You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
* Mass Healing Word - As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier.
* Meld into Stone - You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration.
* Minute Meteors - You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration.
* Motivational Speech - For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws.
* Nondetection - For the duration, you hide a target that you touch from divination magic.
* Phantom Steed - A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range.
* Plant Growth - This spell channels vitality into plants within a specific area.
* Protection from Energy - For the duration, the willing creature you touch has resistance to one damage type of your choice:
* Remove Curse - At your touch, all curses affecting one creature or object end.
* Revivify - You touch a creature that has died within the last minute.
* Sending - You send a short message of twenty-five words or less to a creature with which you are familiar.
* Sleet Storm - Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range.
* Slow - You alter the space around up to six creatures of your choice in a 40-foot cube within range. This makes them slower.
* Speak with Dead - You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose.
* Speak with Plants - You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands.
* Spirit GuardiansEx - You call forth spirits to protect you.
* Stinking Cloud - You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range.
* Tiny Hut - A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration.
* Tongues - This spell grants the creature you touch the ability to understand any spoken language it hears.
* Vampiric Touch - The touch of your shadow-wreathed hand can siphon life force from others to heal your wounds.
* Warrior's Weapon - You clutch a melee weapon of your choice, sending arcane energy through it, making it feel light & easy to wield.
* Wall of Sand - You conjure up a wall of swirling sand on the ground at a point you can see within range.
* Water Breathing - This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends.
* Water Walk - This spell grants the ability to move across any liquid surface–such as water, acid, mud, snow, quicksand, or lava–as if it were harmless solid ground
* Wind Wall - A wall of strong wind rises from the ground at a point you choose within range.
* Feign Death - You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.

### 4th level

* Arcane Eye - You create an invisible, magical eye within range that hovers in the air for the duration.
* Aura of Life - Life-preserving energy radiates from you in an aura with a 30-foot radius.
* Aura of Purity - Purifying energy radiates from you in an aura with a 30-foot radius.
* BanishmentEx - You attempt to send one creature that you can see within range to another plane of existence.
* Barrier - You send a protective barrier around a willing creature within range.
* Black Tentacles - Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range.
* Blight - Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it.
* Compulsion - Each affected target must use as much of its movement as possible to move in that direction on its next turn.
* Confusion - This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action.
* Conjure Minor ElementalsEx - You summon elementals that appear in unoccupied spaces that you can see within range.
* Conjure Woodland BeingsEx - You summon fey creatures that appear in unoccupied spaces that you can see within range.
* Control Water - Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side.
* Death Ward - You touch a creature and grant it a measure of protection from death.
* Dimension Door - You teleport yourself from your current location to any other spot within range.
* Divination - Your magic and an offering put you in contact with a god or a god's servants.
* Dominate Beast - You attempt to beguile a beast that you can see within range.
* Ego Whip - You lash the mind of one creature you can see within range, filling it with despair
* Fabricate - You convert raw materials into products of the same material.
* Faithful Hound - You conjure a phantom watchdog in an unoccupied space that you can see within range
* Fire Shield - Thin and wispy flames wreathe your body for the duration
* Freedom of Movement - For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
* Giant Insect - You transform up to ten centipedes, three spiders, five wasps, or one scorpion within range into giant versions of their natural forms for the duration.
* Gravity Sinkhole - 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there.
* Greater Invisibility - You or a creature you touch becomes invisible until the spell ends.
* Guardian of Faith - A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range.
* Hallucinatory Terrain - You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain.
* Ice Storm - A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range.
* Locate Creature - You sense the direction to a creature's location, as long as that creature is within 1,000 feet of you.
* Phantasmal Killer - You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature.
* Polymorph - This spell transforms a creature that you can see within range into a new form.
* Private Sanctum - You make an area within range magically secure.
* Psychic Lance - You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range.
* Resilient Sphere - A sphere of shimmering force encloses a creature or object of Large size or smaller within range.
* Secret Chest - You hide a chest, and all its contents, on the Ethereal Plane.
* Shadow of Moil - Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.
* Sickening Radiance - Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range.
* Staggering Smite - The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind
* Stone Shape - You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose.
* Storm Sphere - A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range.
* Stoneskin - This spell turns the flesh of a willing creature you touch as hard as stone.
* Thrust - You push your weapon forward, yourself along with it, launching you up to 60 feet in a straight line
* Vitriolic Sphere - You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius.
* Wall of Fire - You create a wall of fire on a solid surface within range.

### 5th level

* Animate Objects - Objects come to life at your command.
* Antilife Shell - A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs.
* Arcane Hand - You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range.
* Awaken - A Beast of plant gains an Intelligence of 10. The target also gains the ability to speak one language you know.
* Banishing Smite - The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force
* Circle of Power - Divine energy radiates from you, distorting and diffusing magical energy within 30 feet of you.
* Cloudkill - You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range.
* Commune - You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no.
* Commune with Nature - You briefly become one with nature and gain knowledge of the surrounding territory.
* Cone of Cold - A blast of cold air erupts from your hands.
* Conjure ElementalEx - You call forth an elemental servant.
* Conjure Volley - Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear.
* Contact Other PlaneEx - You mentally contact a demigod, the spirit of a long-dead sage, or some other mysterious entity from another plane. Contacting this extraplanar intelligence can strain or even break your mind.
* Contagion - Your touch inflicts disease.
* Control Winds - You take control of the air in a 100-foot cube that you can see within range.
* Creation - You pull wisps of material from the Force of Chaos to create a nonliving object
* Dawn - The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-foot-radius.40-foot-high cylinder of bright light glimmers there.
* Dispel Evil and GoodEx - Shimmering energy surrounds and protects you from fey, undead, and creatures originating from beyond the Material Plane.
* Destructive Wave - You strike the ground, creating a burst of divine energy that ripples outward from you.
* Dominate Person - You attempt to beguile a humanoid that you can see within range.
* Dream - This spell shapes a creature's dreams.
* Enervation - A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it.
* Far Step - You teleport up to 60 feet to an unoccupied space you can see.
* Flame Strike - A vertical column of divine fire roars down from the heavens in a location you specify.
* Geas - You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide.
* Greater Restoration - You imbue a creature you touch with positive energy to undo a debilitating effect.
* HallowEx - You touch a point and infuse an area around it with holy (or unholy) power.
* Hold Monster - The target must succeed on a Wisdom saving throw or be paralyzed for the duration.
* Immolation - Flames wreathe one creature you can see within range.
* Insect Plague - Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range.
* Legend Lore - The spell brings to your mind a brief summary of the significant lore about the thing you named.
* Mass Cure Wounds - A wave of healing energy washes out from a point of your choice within range.
* Mislead - You become invisible at the same time that an illusory double of you appears where you are standing.
* Modify Memory - You attempt to reshape another creature's memories.
* Passwall - A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface
* Planar BindingEx - With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service.
* Phase - Your form shimmers in and out of sight, moving between positions nearby your true location.
* Raise Dead - You return a dead creature you touch to life, provided that it has been dead no longer than 10 days.
* Reincarnate - Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body.
* Scrying - You can see and hear a particular creature you choose that is on the same plane of existence as you.
* Seeming - This spell allows you to change the appearance of any number of creatures that you can see within range.
* Synaptic Static - You choose a point within range and cause psychic energy to explode there.
* Telekinesis - You gain the ability to move or manipulate creatures or objects by thought.
* Telepathic Bond - You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration.
* Teleportation Circle - You draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you.
* Transmute Rock - You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.
* Tree Stride - You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet.
* Wall of Force - An invisible wall of force springs into existence at a point you choose within range.
* Wall of Light - A shimmering wall of bright light appears at a point you choose within range.
* Wall of Stone - A nonmagical wall of solid stone springs into existence at a point you choose within range.
* Warrior's Armor - You let out a vicious battle cry, allowing protective arcane energy to flow through your armor.

### 6th level

* Blade Barrier - You create a vertical wall of whirling, razor-sharp blades made of magical energy.
* Chain Lightning - You create a bolt of lightning that arcs toward a target of your choice that you can see within range.
* Circle of Death - A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range.
* Conjure FeyEx - You summon a fey creature of challenge rating 6 or lower, or a fey spirit that takes the form of a beast of challenge rating 6 or lower.
* Contingency - Choose a spell of 5th level or lower that you can cast, that has a casting time of 1 action, and that can target you. You cast that spell–called the contingent spell–as part of casting *contingency*, expending spell slots for both, but the contingent spell doesn't come into effect. Instead, it takes effect when a certain circumstance occurs.
* Create Undead - Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control.
* Disintegrate - A thin green ray springs from your pointing finger to a target that you can see within range.
* Eyebite - For the spell's duration, your eyes become an inky void imbued with dread power.
* Find the Path - This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence.
* Flesh to Stone - You attempt to turn one creature that you can see within range into stone.
* Forbiddance - You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor.
* Freezing Sphere - A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere.
* Globe of Invulnerability - An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you
* Gravity Fissure - You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide.
* Guards and Wards - You create a ward that protects up to 2,500 square feet of floor space
* Harm - You unleash a virulent disease on a creature that you can see within range.
* Heal - A surge of positive energy washes through the creature, causing it to regain 70 hit points.
* Heroes' Feast - You bring forth a great feast, including magnificent food and drink.
* Instant Summons - The spell leaves an invisible mark on an object's surface and invisibly inscribes the name of the item on the sapphire you use as the material component.
* Irresistible Dance - The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration.
* Magic Jar - Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component.
* Mass Suggestion - You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you.
* Mental Prison - You attempt to bind a creature within an illusory cell that only it perceives.
* Move Earth - You can reshape dirt, sand, or clay in the area in any manner you choose for the duration.
* Planar AllyEx - You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power.
* Programmed Illusion - You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs.
* Sunbeam - A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line.
* Transport via Plants - Any creature can step into the target plant and exit from the destination plant by using 5 feet of movement.
* True Seeing - This spell gives the willing creature you touch the ability to see things as they actually are.
* Wall of Ice - You create a wall of ice on a solid surface within range.
* Wall of Thorns - You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns.
* Wind Walk - You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud.
* Word of Recall - You and up to five willing creatures within 5 feet of you instantly teleport to a previously designated sanctuary.

### 7th level

* Arcane Sword - You create a sword-shaped plane of force that hovers within range.
* Conjure CelestialEx - You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range.
* Crown of Stars - Seven star-like motes of light appear and orbit your head until the spell ends.
* Delayed Blast Fireball - A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration.
* Divine Word - You utter a divine word, imbued with the power that shaped the world at the dawn of creation.
* Etherealness - You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane.
* Finger of Death - You send negative energy coursing through a creature that you can see within range, causing it searing pain.
* Fire Storm - A storm made up of sheets of roaring flame appears in a location you choose within range.
* Forcecage - An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range.
* Magnificent Mansion - You conjure an extradimensional dwelling in range that lasts for the duration.
* Mirage Arcane - You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain.
* Plane ShiftEx - You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence.
* Poison Matrix - A 60-foot cube centered on a point within range is filled from every direction by intersecting green rays of poison.
* Prismatic Spray - Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose.
* Project Image - You create an illusory copy of yourself that lasts for the duration.
* Regenerate - You touch a creature and stimulate its natural healing ability.
* Resurrection - You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.
* Reverse Gravity - This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range.
* Sequester - By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration.
* Simulacrum - You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell.
* Symbol - When you cast this spell, you inscribe a harmful glyph
* Teleport - This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select.
* Whirlwind - A whirlwind howls down to a point on the ground you specify.

### 8th level

* Animal Shapes - Your magic turns others into beasts.
* Antimagic Field - A 10-foot-radius invisible sphere of antimagic surrounds you.
* Antipathy/Sympathy - This spell attracts or repels creatures of your choice.
* Clone - This spell grows an inert duplicate of a living creature as a safeguard against death.
* Control Weather - You take control of the weather within 5 miles of you for the duration.
* Dark Star - The area within this sphere is filled with magical darkness and crushing gravitational force.
* Demiplane - You create a shadowy door on a flat solid surface that you can see within range.
* Dominate Monster - You attempt to beguile a creature that you can see within range.
* Earthquake - You create a seismic disturbance at a point on the ground that you can see within range.
* Feeblemind - You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality.
* Glibness - Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15.
* Holy Aura - Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you.
* Incendiary Cloud - A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range.
* Maddening Darkness - Shrieks, gibbering, and mad laughter can be heard within the sphere.
* Maze - You banish a creature that you can see within range into a labyrinthine demiplane.
* Mind Blank - Until the spell ends, one willing creature you touch is immune to psychic damage
* Polar Ray - A blue-white ray of freezing air and ice springs from your hand and towards a creature within range.
* Power Word Stun - You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded.
* Sunburst - Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range.
* Telepathy - You create a telepathic link between yourself and a willing creature with which you are familiar.

### 9th level

* Astral Projection - You and up to eight willing creatures within range project your astral bodies into the Astral Plane
* Atomic Bolt - You conjure a devastating bolt of nuclear power at a target within range.
* Blade of Disaster - You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range.
* Foresight - You touch a willing creature and bestow a limited ability to see into the immediate future.
* GateEx - You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence.
* Imprisonment - You create a magical restraint to hold a creature that you can see within range.
* Mass Heal - A flood of healing energy flows from you into injured creatures around you.
* Meteor Swarm - Blazing orbs of fire plummet to the ground at four different points you can see within range.
* Power Word Kill - You utter a word of power that can compel one creature you can see within range to die instantly.
* Prismatic Wall - A shimmering, multicolored plane of light forms a vertical opaque wall
* Psychic Scream - You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range.
* Ravenous Void - You create a 20-foot-radius sphere of destructive gravitation force centered on a point you can see within range.
* Shapechange - You assume the form of a different creature for the duration.
* Storm of Vengeance - A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet.
* True Polymorph - You transform the creature into a different creature, the creature into an object, or the object into a creature
* True Resurrection - You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age.
* Weird - Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them.
* Wish - *Wish* is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.