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<div id="page-content"> <h1 id="acid-arrow">Acid Arrow</h1> <p><em>2nd-level evocation</em></p> <p><strong>Casting Time:</strong> 1 action<br/> <strong>Range:</strong> 90 feet<br/> <strong>Components:</strong> V, S, M (powdered rhubarb leaf and an adder’s stomach)<br/> <strong>Duration:</strong> Instantaneous </p> <...
Acid Arrow
2
evocation
false
A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the i...
1 action
90 feet
Instantaneous
true
true
powdered rhubarb leaf and an adder's stomach
false
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.
<div id="page-content"> <h1 id="acid-splash">Acid Splash</h1> <p><em>Conjuration cantrip</em></p> <p><strong>Casting Time:</strong> 1 action<br/> <strong>Range:</strong> 60 feet<br/> <strong>Components:</strong> V, S<br/> <strong>Duration:</strong> Instantaneous </p> <p>You hurl a bubble of acid. Choose one creature w...
Acid Splash
0
conjuration
false
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
1 action
60 feet
Instantaneous
true
true
false
<div id="page-content"> <h1 id="aid">Aid</h1> <p><em>2nd-level abjuration</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S, M (a tiny strip of white cloth) <br/> <strong>Duration:</strong> 8 hours </p> <p>Your spell bolsters your allies...
Aid
2
abjuration
false
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
1 action
30 feet
8 hours
true
true
a tiny strip of white cloth
false
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.
<div id="page-content"> <h1 id="alarm">Alarm</h1> <p><em>1st‐level abjuration (ritual)</em> </p> <p><strong>Casting Time:</strong> 1 minute <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S, M (a tiny bell and a piece of fine silver wire) <br/> <strong>Duration:</strong> 8 hours </p> <p...
Alarm
1
abjuration
true
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the...
1 minute
30 feet
8 hours
true
true
a tiny bell and a piece of fine silver wire
false
<div id="page-content"> <h1 id="alter-self">Alter Self</h1> <p><em>2nd-level transmutation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Self <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 1 hour </p> <p>You assume a different form....
Alter Self
2
transmutation
false
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one. Aquatic Adaptation. You adapt your body to an aquatic environment, sprou...
1 action
Self
up to 1 hour
true
true
true
<div id="page-content"> <h1 id="animal-friendship">Animal Friendship</h1> <p><em>1st-level enchantment</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S, M (a morsel of food) <br/> <strong>Duration:</strong> 24 hours</p> <p>This spell l...
Animal Friendship
1
enchantment
false
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of y...
1 action
30 feet
24 hours
true
true
a morsel of food
false
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast t level above 1st.
<div id="page-content"> <h1 id="animal-messenger">Animal Messenger</h1> <p><em>2nd-level enchantment (ritual)</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S, M (a morsel of food) <br/> <strong>Duration:</strong> 24 hours </p> <p>By m...
Animal Messenger
2
enchantment
true
By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard...
1 action
30 feet
24 hours
true
true
a morsel of food
false
At Higher Levels. If you cast this spell using a spell slot of 3nd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.
<div id="page-content"> <h1 id="animal-shapes">Animal Shapes</h1> <p><em>8th-level transmutation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 24 hours </p> <p>Your magic turns oth...
Animal Shapes
8
transmutation
false
Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms. The transform...
1 action
30 feet
up to 24 hours
true
true
true
<div id="page-content"> <h1 id="animate-dead">Animate Dead</h1> <p><em>3rd-level necromancy</em> </p> <p><strong>Casting Time:</strong> 1 minute <br/> <strong>Range:</strong> 10 feet <br/> <strong>Components:</strong> V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) <br/> <strong>Duration:</strong...
Animate Dead
3
necromancy
false
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's g...
1 minute
10 feet
Instantaneous
true
true
a drop of blood, a piece of flesh, and a pinch of bone dust
false
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.
<div id="page-content"> <h1 id="animate-objects">Animate Objects</h1> <p><em>5th-level transmutation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 120 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 1 minute </p> <p>Objects come to ...
Animate Objects
5
transmutation
false
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a crea...
1 action
120 feet
up to 1 minute
true
true
true
At Higher Levels. If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
<div id="page-content"> <h1 id="antilife-shell">Antilife Shell</h1> <p><em>5th-level abjuration</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Self (10-foot radius) <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 1 hour </p> <p>A shimme...
Antilife Shell
5
abjuration
false
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. The barrier lasts for the duration. The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or...
1 action
Self (10-foot radius)
up to 1 hour
true
true
true
<div id="page-content"> <h1 id="antimagic-field">Antimagic Field</h1> <p><em>8th-level abjuration</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Self (10-foot-radius sphere) <br/> <strong>Components:</strong> V, S, M (a pinch of powdered iron or iron filings) <br/> <strong>Duration...
Antimagic Field
8
abjuration
false
A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells canft be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells...
1 action
Self (10-foot-radius sphere)
up to 1 hour
true
true
a pinch of powdered iron or iron filings
true
<div id="page-content"> <h1 id="antipathysympathy">Antipathy/Sympathy</h1> <p><em>8th-level enchantment</em> </p> <p><strong>Casting Time:</strong> 1 hour <br/> <strong>Range:</strong> 60 feet <br/> <strong>Components:</strong> V, S, M (either a lump of alum soaked in vinegar for the <strong>antipathy</strong> effect ...
Antipathy/Sympathy
8
enchantment
false
This spell attracts or repels creatures of your choice. You target something within range, either a Huge or smaller object or creature or an area that is no larger than a 200-foot cube. Then specify a kind of intelligent creature, such as red dragons, goblins, or vampires. You invest the target with an aura that either...
1 hour
60 feet
10 days
true
true
either a lump of alum soaked in vinegar for the antipathy effect or a drop of honey for the sympathy effect
false
<div id="page-content"> <h1 id="arcane-eye">Arcane Eye</h1> <p><em>4th-level divination</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S, M (a bit of bat fur) <br/> <strong>Duration:</strong> Concentration, up to 1 hour </p> <p>You create...
Arcane Eye
4
divination
false
You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limi...
1 action
30 feet
up to 1 hour
true
true
a bit of bat fur
true
<div id="page-content"> <h1 id="arcane-hand">Arcane Hand</h1> <p><em>5th-level evocation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 120 feet <br/> <strong>Components:</strong> V, S, M (an eggshell and a snakeskin glove) <br/> <strong>Duration:</strong> Concentration, up to 1 minu...
Arcane Hand
5
evocation
false
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's 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...
1 action
120 feet
up to 1 minute
true
true
an eggshell and a snakeskin glove
true
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
<div id="page-content"> <h1 id="arcane-lock">Arcane Lock</h1> <p><em>2nd-level abjuration</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Touch <br/> <strong>Components:</strong> V, S, M (gold dust worth at least 25 gp, which the spell consumes) <br/> <strong>Duration:</strong> Until ...
Arcane Lock
2
abjuration
false
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it...
1 action
Touch
Until dispelled
true
true
gold dust worth at least 25 gp, which the spell consumes
false
<div id="page-content"> <h1 id="arcane-sword">Arcane Sword</h1> <p><em>7th-level evocation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 60 feet <br/> <strong>Components:</strong> V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) <br/> <str...
Arcane Sword
7
evocation
false
You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your t...
1 action
60 feet
up to 1 minute
true
true
a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp
true
<div id="page-content"> <h1 id="arcanists-magic-aura">Arcanist's Magic Aura</h1> <p><em>2nd-level illusion</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Touch <br/> <strong>Components:</strong> V, S, M (a small square of silk) <br/> <strong>Duration:</strong> 24 hours </p> <p>You p...
Arcanist's Magic Aura
2
illusion
false
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn't being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the d...
1 action
Touch
24 hours
true
true
a small square of silk
false
<div id="page-content"> <h1 id="astral-projection">Astral Projection</h1> <p><em>9th-level necromancy</em> </p> <p><strong>Casting Time:</strong> 1 hour <br/> <strong>Range:</strong> 10 feet <br/> <strong>Components:</strong> V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at l...
Astral Projection
9
necromancy
false
You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn't need food or air and doesn't age. Your as...
1 hour
10 feet
Special
true
true
for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes
false
<div id="page-content"> <h1 id="augury">Augury</h1> <p><em>2nd-level divination (ritual)</em> </p> <p><strong>Casting Time:</strong> 1 minute <br/> <strong>Range</strong>: Self <br/> <strong>Components:</strong> V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) <br/> <strong>Duration:</st...
Augury
2
divination
true
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. The GM chooses from the following possible omens: Weal, f...
1 minute
Self
Instantaneous
true
true
specially marked sticks, bones, or similar tokens worth at least 25 gp
false
<div id="page-content"> <h1 id="awaken">Awaken</h1> <p><em>5th-level transmutation</em> </p> <p><strong>Casting Time:</strong> 8 hours <br/> <strong>Range:</strong> Touch <br/> <strong>Components:</strong> V, S, M (an agate worth at least 1,000 gp, which the spell consumes) <br/> <strong>Duration:</strong> Instantaneou...
Awaken
5
transmutation
false
After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If...
8 hours
Touch
Instantaneous
true
true
an agate worth at least 1,000 gp, which the spell consumes
false
<div id="page-content"> <h1 id="bane">Bane</h1> <p><em>1st-level enchantment</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S, M (a drop of blood) <br/> <strong>Duration:</strong> Concentration, up to 1 minute </p> <p>Up to three creature...
Bane
1
enchantment
false
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw 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.
1 action
30 feet
up to 1 minute
true
true
a drop of blood
true
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
<div id="page-content"> <h1 id="banishment">Banishment</h1> <p><em>4th-level abjuration</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 60 feet <br/> <strong>Components:</strong> V, S, M (an item distasteful to the target) <br/> <strong>Duration:</strong> Concentration, up to 1 minute...
Banishment
4
abjuration
false
You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The targe...
1 action
60 feet
up to 1 minute
true
true
an item distasteful to the target
true
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.
<div id="page-content"> <h1 id="barkskin">Barkskin</h1> <p><em>2nd-level transmutation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Touch <br/> <strong>Components:</strong> V, S, M (a handful of oak bark) <br/> <strong>Duration:</strong> Concentration, up to 1 hour </p> <p>You t...
Barkskin
2
transmutation
false
You touch a willing creature. 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.
1 action
Touch
up to 1 hour
true
true
a handful of oak bark
true
<div id="page-content"> <h1 id="beacon-of-hope">Beacon of Hope</h1> <p><em>3rd-level abjuration</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 1 minute </p> <p>This spell bestows ho...
Beacon of Hope
3
abjuration
false
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
1 action
30 feet
up to 1 minute
true
true
true
<div id="page-content"> <h1 id="bestow-curse">Bestow Curse</h1> <p><em>3rd-level necromancy</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Touch <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 1 minute </p> <p>You touch a creature, and th...
Bestow Curse
3
necromancy
false
You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made ...
1 action
Touch
up to 1 minute
true
true
true
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the s...
<div id="page-content"> <h1 id="black-tentacles">Black Tentacles</h1> <p><em>4th-level conjuration</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 90 feet <br/> <strong>Components:</strong> V, S, M (a piece of tentacle from a giant octopus or a giant squid) <br/> <strong>Duration:</st...
Black Tentacles
4
conjuration
false
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 the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving ...
1 action
90 feet
up to 1 minute
true
true
a piece of tentacle from a giant octopus or a giant squid
true
<div id="page-content"> <h1 id="blade-barrier">Blade Barrier</h1> <p><em>6th-level evocation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 90 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 10 minutes You create a vertical wall of ...
Blade Barrier
6
evocation
false
You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides thr...
1 action
90 feet
up to 10 minutes
true
true
true
<div id="page-content"> <h1 id="bless">Bless</h1> <p><em>1st-level enchantment</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S, M (a sprinkling of holy water) <br/> <strong>Duration:</strong> Concentration, up to 1 minute </p> <p>You bl...
Bless
1
enchantment
false
You bless up to three creatures of your choice within range. 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.
1 action
30 feet
up to 1 minute
true
true
a sprinkling of holy water
true
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
<div id="page-content"> <h1 id="blight">Blight</h1> <p><em>4th-level necromancy</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Instantaneous </p> <p>Necromantic energy washes over a creature of your choi...
Blight
4
necromancy
false
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or const...
1 action
30 feet
Instantaneous
true
true
false
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
<div id="page-content"> <h1 id="blindnessdeafness">Blindness/Deafness</h1> <p><em>2nd-level necromancy</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V <br/> <strong>Duration:</strong> 1 minute </p> <p>You can blind or deafen a foe. Choose o...
Blindness/Deafness
2
necromancy
false
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
1 action
30 feet
1 minute
true
false
false
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
<div id="page-content"> <h1 id="blink">Blink</h1> <p><em>3rd-level transmutation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Self <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> 1 minute </p> <p>Roll a d20 at the end of each of your turns for the duration ...
Blink
3
transmutation
false
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if...
1 action
Self
1 minute
true
true
false
<div id="page-content"> <h1 id="blur">Blur</h1> <p><em>2nd-level illusion</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Self <br/> <strong>Components:</strong> V <br/> <strong>Duration:</strong> Concentration, up to 1 minute </p> <p>Your body becomes blurred, shifting and wavering...
Blur
2
illusion
false
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
1 action
Self
up to 1 minute
true
false
true
<div id="page-content"> <h1 id="branding-smite">Branding Smite</h1> <p><em>2nd-level evocation</em></p> <p><strong>Casting Time:</strong> 1 bonus action <strong>Range:</strong> Self <strong>Components:</strong> V <strong>Duration:</strong> Concentration, up to 1 minute</p> <p>The next time you hit a creature with a wea...
Branding Smite
2
evocation
false
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the ...
1 bonus action
Self
up to 1 minute
true
false
true
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
<div id="page-content"> <h1 id="burning-hands">Burning Hands</h1> <p><em>1st-level evocation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Self (15-foot cone) <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Instantaneous </p> <p>As you hold your hands with t...
Burning Hands
1
evocation
false
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any f...
1 action
Self (15-foot cone)
Instantaneous
true
true
false
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
<div id="page-content"> <h1 id="call-lightning">Call Lightning</h1> <p><em>3rd-level conjuration</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 120 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 10 minutes </p> <p>A storm cloud ap...
Call Lightning
3
conjuration
false
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. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud). When you ...
1 action
120 feet
up to 10 minutes
true
true
true
At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
<div id="page-content"> <h1 id="calm-emotions">Calm Emotions</h1> <p><em>2nd-level enchantment</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 60 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 1 minute </p> <p>You attempt to suppre...
Calm Emotions
2
enchantment
false
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effect...
1 action
60 feet
up to 1 minute
true
true
true
<div id="page-content"> <h1 id="chain-lightning">Chain Lightning</h1> <p><em>6th-level evocation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 150 feet <br/> <strong>Components:</strong> V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) <br/...
Chain Lightning
6
evocation
false
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts....
1 action
150 feet
Instantaneous
true
true
a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins
false
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
<div id="page-content"> <h1 id="charm-person">Charm Person</h1> <p><em>1st-level enchantment</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> 1 hour </p> <p>You attempt to charm a humanoid you can see w...
Charm Person
1
enchantment
false
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature rega...
1 action
30 feet
1 hour
true
true
false
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
<div id="page-content"> <h1 id="chill-touch">Chill Touch</h1> <p><em>Necromancy cantrip</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 120 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> 1 round </p> <p>You create a ghostly, skeletal hand in the space ...
Chill Touch
0
necromancy
false
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the targ...
1 action
120 feet
1 round
true
true
false
<div id="page-content"> <h1 id="circle-of-death">Circle of Death</h1> <p><em>6th-level necromancy</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 150 feet <br/> <strong>Components:</strong> V, S, M (the powder of a crushed black pearl worth at least 500 gp) <br/> <strong>Duration:</...
Circle of Death
6
necromancy
false
A sphere of negative energy ripples out in a 60-foot- radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
1 action
150 feet
Instantaneous
true
true
the powder of a crushed black pearl worth at least 500 gp
false
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.
<div id="page-content"> <h1 id="clairvoyance">Clairvoyance</h1> <p><em>3rd-level divination</em> </p> <p><strong>Casting Time:</strong> 10 minutes <br/> <strong>Range:</strong> 1 mile <br/> <strong>Components:</strong> V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing...
Clairvoyance
3
divination
false
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise in...
10 minutes
1 mile
up to 10 minutes
true
true
a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing
true
<div id="page-content"> <h1 id="clone">Clone</h1> <p><em>8th-level necromancy</em> </p> <p><strong>Casting Time:</strong> 1 hour <br/> <strong>Range:</strong> Touch <br/> <strong>Components:</strong> V, S, M (a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, wh...
Clone
8
necromancy
false
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside a sealed vessel and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its ve...
1 hour
Touch
Instantaneous
true
true
a diamond worth at least 1,000 gp and at least 1 cubic inch of flesh of the creature that is to be cloned, which the spell consumes, and a vessel worth at least 2,000 gp that has a sealable lid and is large enough to hold a Medium creature, such as a huge urn, coffin, mud- filled cyst in the ground, or crystal containe...
false
<div id="page-content"> <h1 id="cloudkill">Cloudkill</h1> <p><em>5th-level conjuration</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 120 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 10 minutes </p> <p>You create a 20-foot-radiu...
Cloudkill
5
conjuration
false
You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured. When a creature enters the spell's area for the first time on a...
1 action
120 feet
up to 10 minutes
true
true
true
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
<div id="page-content"> <h1 id="color-spray">Color Spray</h1> <p><em>1st-level illusion</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Self (15-foot cone) <br/> <strong>Components:</strong> V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) <br/> <strong>Durat...
Color Spray
1
illusion
false
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see). ...
1 action
Self (15-foot cone)
1 round
true
true
a pinch of powder or sand that is colored red, yellow, and blue
false
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
<div id="page-content"> <h1 id="command">Command</h1> <p><em>1st-level enchantment</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 60 feet <br/> <strong>Components:</strong> V <br/> <strong>Duration:</strong> 1 round </p> <p>You speak a one-word command to a creature you can see wi...
Command
1
enchantment
false
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and t...
1 action
60 feet
1 round
true
false
false
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
<div id="page-content"> <h1 id="commune">Commune</h1> <p><em>5th-level divination (ritual)</em> </p> <p><strong>Casting Time:</strong> 1 minute <br/> <strong>Range:</strong> Self <br/> <strong>Components:</strong> V, S, M (incense and a vial of holy or unholy water) <br/> <strong>Duration:</strong> 1 minute </p> <p>...
Commune
5
divination
true
You contact your deity or a divine proxy and ask up to three questions that can be answered with a 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...
1 minute
Self
1 minute
true
true
incense and a vial of holy or unholy water
false
<div id="page-content"> <h1 id="commune-with-nature">Commune with Nature</h1> <p><em>5th-level divination (ritual)</em> </p> <p><strong>Casting Time:</strong> 1 minute <br/> <strong>Range:</strong> Self <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Instantaneous </p> <p>You briefly become ...
Commune with Nature
5
divination
true
You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land 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 construct...
1 minute
Self
Instantaneous
true
true
false
<div id="page-content"> <h1 id="comprehend-languages">Comprehend Languages</h1> <p><em>1st-level divination (ritual)</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Self <br/> <strong>Components:</strong> V, S, M (a pinch of soot and salt) <br/> <strong>Duration:</strong> 1 hour </...
Comprehend Languages
1
divination
true
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or ...
1 action
Self
1 hour
true
true
a pinch of soot and salt
false
<div id="page-content"> <h1 id="compulsion">Compulsion</h1> <p><em>4th-level enchantment</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 1 minute </p> <p>Creatures of your choice t...
Compulsion
4
enchantment
false
Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to desig...
1 action
30 feet
up to 1 minute
true
true
true
<div id="page-content"> <h1 id="cone-of-cold">Cone of Cold</h1> <p><em>5th-level evocation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Self (60-foot cone) <br/> <strong>Components:</strong> V, S, M (a small crystal or glass cone) <br/> <strong>Duration:</strong> Instantaneous <...
Cone of Cold
5
evocation
false
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 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.
1 action
Self (60-foot cone)
Instantaneous
true
true
a small crystal or glass cone
false
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
<div id="page-content"> <h1 id="confusion">Confusion</h1> <p><em>4th-level enchantment</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 90 feet <br/> <strong>Components:</strong> V, S, M (three nut shells) <br/> <strong>Duration:</strong> Concentration, up to 1 minute </p> <p>This s...
Confusion
4
enchantment
false
This spell assaults and twists creatures' minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can't take reactions and mus...
1 action
90 feet
up to 1 minute
true
true
three nut shells
true
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
<div id="page-content"> <h1 id="conjure-animals">Conjure Animals</h1> <p><em>3rd-level conjuration</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 60 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 1 hour </p> <p>You summon fey spi...
Conjure Animals
3
conjuration
false
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One beast of challenge rating 2 or lower Two beasts of challenge rating 1 or lower Four beasts of challenge rating 1/2 or lower Eight beasts of challen...
1 action
60 feet
up to 1 hour
true
true
true
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.
<div id="page-content"> <h1 id="conjure-celestial">Conjure Celestial</h1> <p><em>7th-level conjuration</em> </p> <p><strong>Casting Time:</strong> 1 minute <br/> <strong>Range:</strong> 90 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 1 hour </p> <p>You summon a c...
Conjure Celestial
7
conjuration
false
You summon a celestial of challenge rating 4 or lower, which appears in an unoccupied space that you can see within range. The celestial disappears when it drops to 0 hit points or when the spell ends. The celestial is friendly to you and your companions for the duration. Roll initiative for the celestial, which has it...
1 minute
90 feet
up to 1 hour
true
true
true
At Higher Levels. When you cast this spell using a 9th-level spell slot, you summon a celestial of challenge rating 5 or lower.
<div id="page-content"> <h1 id="conjure-elemental">Conjure Elemental</h1> <p><em>5th-level conjuration</em> </p> <p><strong>Casting Time:</strong> 1 minute <br/> <strong>Range:</strong> 90 feet <br/> <strong>Components:</strong> V, S, M (burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or...
Conjure Elemental
5
conjuration
false
You call forth an elemental servant. Choose an area of air, earth, fire, or water that fills a 10-foot cube within range. An elemental of challenge rating 5 or lower appropriate to the area you chose appears in an unoccupied space within 10 feet of it. For example, a fire elemental emerges from a bonfire, and an earth ...
1 minute
90 feet
up to 1 hour
true
true
burning incense for air, soft clay for earth, sulfur and phosphorus for fire, or water and sand for water
true
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
<div id="page-content"> <h1 id="conjure-fey">Conjure Fey</h1> <p><em>6th-level conjuration</em> </p> <p><strong>Casting Time:</strong> 1 minute <br/> <strong>Range:</strong> 90 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 1 hour </p> <p>You summon a fey creature ...
Conjure Fey
6
conjuration
false
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. It appears in an unoccupied space that you can see within range. The fey creature disappears when it drops to 0 hit points or when the spell ends. The fey creature is friendly to you ...
1 minute
90 feet
up to 1 hour
true
true
true
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the challenge rating increases by 1 for each slot level above 6th.
<div id="page-content"> <h1 id="conjure-minor-elementals">Conjure Minor Elementals</h1> <p><em>4th-level conjuration</em> </p> <p><strong>Casting Time:</strong> 1 minute <br/> <strong>Range:</strong> 90 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Concentration, up to 1 hour </p> <p>...
Conjure Minor Elementals
4
conjuration
false
You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears: One elemental of challenge rating 2 or lower Two elementals of challenge rating 1 or lower Four elementals of challenge rating 1/2 or lower Eight elementals of challenge rating 1/...
1 minute
90 feet
up to 1 hour
true
true
true
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
<div id="page-content"> <h1 id="conjure-woodland-beings">Conjure Woodland Beings</h1> <p><em>4th-level conjuration</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 60 feet <br/> <strong>Components:</strong> V, S, M (one holly berry per creature summoned) <br/> <strong>Duration:</str...
Conjure Woodland Beings
4
conjuration
false
You summon fey creatures that appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears: One fey creature of challenge rating 2 or lower Two fey creatures of challenge rating 1 or lower Four fey creatures of challenge rating 1/2 or lower Eight fey creatures of chall...
1 action
60 feet
up to 1 hour
true
true
one holly berry per creature summoned
true
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.
<div id="page-content"> <h1 id="contact-other-plane">Contact Other Plane</h1> <p><em>5th-level divination (ritual)</em> </p> <p><strong>Casting Time:</strong> 1 minute <br/> <strong>Range:</strong> Self <br/> <strong>Components:</strong> V <br/> <strong>Duration:</strong> 1 minute </p> <p>You mentally contact a demi...
Contact Other Plane
5
divination
true
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. When you cast this spell, make a DC 15 Intelligence saving throw. On a failure, you take 6d6 psychic damage and are insane unt...
1 minute
Self
1 minute
true
false
false
<div id="page-content"> <h1 id="contagion">Contagion</h1> <p><em>5th-level necromancy</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Touch <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> 7 days </p> <p>Your touch inflicts disease. Make a melee spell attack ...
Contagion
5
necromancy
false
Your touch inflicts disease. Make a melee spell attack against a creature within your reach. On a hit, you afflict the creature with a disease of your choice from any of the ones described below. At the end of each of the target's turns, it must make a Constitution saving throw. After failing three of these saving thro...
1 action
Touch
7 days
true
true
false
<div id="page-content"> <h1 id="contingency">Contingency</h1> <p><em>6th-level evocation</em> </p> <p><strong>Casting Time:</strong> 10 minutes <br/> <strong>Range:</strong> Self <br/> <strong>Components:</strong> V, S, M (a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp) <br...
Contingency
6
evocation
false
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 certa...
10 minutes
Self
10 days
true
true
a statuette of yourself carved from ivory and decorated with gems worth at least 1,500 gp
false
<div id="page-content"> <h1 id="continual-flame">Continual Flame</h1> <p><em>2nd-level evocation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Touch <br/> <strong>Components:</strong> V, S, M (ruby dust worth 50 gp, which the spell consumes) <br/> <strong>Duration:</strong> Until...
Continual Flame
2
evocation
false
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
1 action
Touch
Until dispelled
true
true
ruby dust worth 50 gp, which the spell consumes
false
<div id="page-content"> <h1 id="control-water">Control Water</h1> <p><em>4th-level transmutation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 300 feet <br/> <strong>Components:</strong> V, S, M (a drop of water and a pinch of dust) <br/> <strong>Duration:</strong> Concentration,...
Control Water
4
transmutation
false
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. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one. Flood. You cause the water level of ...
1 action
300 feet
up to 10 minutes
true
true
a drop of water and a pinch of dust
true
<div id="page-content"> <h1 id="control-weather">Control Weather</h1> <p><em>8th-level transmutation</em> </p> <p><strong>Casting Time:</strong> 10 minutes <br/> <strong>Range:</strong> Self (5-mile radius) <br/> <strong>Components:</strong> V, S, M (burning incense and bits of earth and wood mixed in water) <br/> <...
Control Weather
8
transmutation
false
You take control of the weather within 5 miles of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don't have a clear path to the sky ends the spell early. When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate an...
10 minutes
Self (5-mile radius)
up to 8 hours
true
true
burning incense and bits of earth and wood mixed in water
true
<div id="page-content"> <h1 id="counterspell">Counterspell</h1> <p><em>3rd-level abjuration</em> </p> <p><strong>Casting Time:</strong> 1 reaction, which you take when you see a creature within 60 feet of you casting a spell <br/> <strong>Range:</strong> 60 feet <br/> <strong>Components:</strong> S <br/> <strong>Dur...
Counterspell
3
abjuration
false
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, ...
1 reaction, which you take when you see a creature within 60 feet of you casting a spell
60 feet
Instantaneous
false
true
false
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
<div id="page-content"> <h1 id="create-food-and-water">Create Food and Water</h1> <p><em>3rd-level conjuration</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Instantaneous </p> <p>You create 45 pounds...
Create Food and Water
3
conjuration
false
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. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.
1 action
30 feet
Instantaneous
true
true
false
<div id="page-content"> <h1 id="create-undead">Create Undead</h1> <p><em>6th-level necromancy</em> </p> <p><strong>Casting Time:</strong> 1 minute <br/> <strong>Range:</strong> 10 feet <br/> <strong>Components:</strong> V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150...
Create Undead
6
necromancy
false
You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if th...
1 minute
10 feet
Instantaneous
true
true
one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse
false
At Higher Levels. When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you ...
<div id="page-content"> <h1 id="create-or-destroy-water">Create or Destroy Water</h1> <p><em>1st-level transmutation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S, M (a drop of water if creating water or a few grains of sand if destr...
Create or Destroy Water
1
transmutation
false
You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container withi...
1 action
30 feet
Instantaneous
true
true
a drop of water if creating water or a few grains of sand if destroying it
false
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
<div id="page-content"> <h1 id="creation">Creation</h1> <p><em>5th-level illusion</em> </p> <p><strong>Casting Time:</strong> 1 minute <br/> <strong>Range:</strong> 30 feet <br/> <strong>Components:</strong> V, S, M (a tiny piece of matter of the same type of the item you plan to create) <br/> <strong>Duration:</str...
Creation
5
illusion
false
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the obje...
1 minute
30 feet
Special
true
true
a tiny piece of matter of the same type of the item you plan to create
false
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
<div id="page-content"> <h1 id="cure-wounds">Cure Wounds</h1> <p><em>1st-level evocation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Touch <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> Instantaneous </p> <p>A creature you touch regains a number of hit...
Cure Wounds
1
evocation
false
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
1 action
Touch
Instantaneous
true
true
false
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
<div id="page-content"> <h1 id="dancing-lights">Dancing Lights</h1> <p><em>Evocation cantrip</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 120 feet <br/> <strong>Components:</strong> V, S, M (a bit of phosphorus or wychwood, or a glowworm) <br/> <strong>Duration:</strong> Concent...
Dancing Lights
0
evocation
false
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. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10- foot radius. ...
1 action
120 feet
up to 1 minute
true
true
a bit of phosphorus or wychwood, or a glowworm
true
<div id="page-content"> <h1 id="darkness">Darkness</h1> <p><em>2nd-level evocation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 60 feet <br/> <strong>Components:</strong> V, M (bat fur and a drop of pitch or piece of coal) <br/> <strong>Duration:</strong> Concentration, up to 10...
Darkness
2
evocation
false
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that i...
1 action
60 feet
up to 10 minutes
true
false
bat fur and a drop of pitch or piece of coal
true
<div id="page-content"> <h1 id="darkvision">Darkvision</h1> <p><em>2nd-level transmutation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Touch <br/> <strong>Components:</strong> V, S, M (either a pinch of dried carrot or an agate) <br/> <strong>Duration:</strong> 8 hours </p> <p>...
Darkvision
2
transmutation
false
You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.
1 action
Touch
8 hours
true
true
either a pinch of dried carrot or an agate
false
<div id="page-content"> <h1 id="daylight">Daylight</h1> <p><em>3rd-level evocation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 60 feet <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> 1 hour </p> <p>A 60-foot-radius sphere of light spreads out from a poi...
Daylight
3
evocation
false
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering ...
1 action
60 feet
1 hour
true
true
false
<div id="page-content"> <h1 id="death-ward">Death Ward</h1> <p><em>4th-level abjuration</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> Touch <br/> <strong>Components:</strong> V, S <br/> <strong>Duration:</strong> 8 hours </p> <p>You touch a creature and grant it a measure of prot...
Death Ward
4
abjuration
false
You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneous...
1 action
Touch
8 hours
true
true
false
<div id="page-content"> <h1 id="delayed-blast-fireball">Delayed Blast Fireball</h1> <p><em>7th-level evocation</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 150 feet <br/> <strong>Components:</strong> V, S, M (a tiny ball of bat guano and sulfur) <br/> <strong>Duration:</strong> ...
Delayed Blast Fireball
7
evocation
false
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. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spread...
1 action
150 feet
up to 1 minute
true
true
a tiny ball of bat guano and sulfur
true
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th.
<div id="page-content"> <h1 id="demiplane">Demiplane</h1> <p><em>8th-level conjuration</em> </p> <p><strong>Casting Time:</strong> 1 action <br/> <strong>Range:</strong> 60 feet <br/> <strong>Components:</strong> S <br/> <strong>Duration:</strong> 1 hour </p> <p>You create a shadowy door on a flat solid surface that...
Demiplane
8
conjuration
false
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disa...
1 action
60 feet
1 hour
false
true
false
End of preview. Expand in Data Studio

A dataset of spells (with metadata) from Dungeons & Dragons 5th Edition SRD. Built with data from here.

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