Spells of SRD5v1a
Cantrips
SRD
Acid Splash
0-level (Cantrip) Conjuration
SRD
Chill Touch
0-level (Cantrip) Necromancy
SRD
Dancing Lights
0-level (Cantrip) Evocation
SRD
Guidance
0-level (Cantrip) Divination
SRD
Light
0-level (Cantrip) Evocation
SRD
Mage Hand
0-level (Cantrip) Conjuration
SRD
Mending
0-level (Cantrip) Transmutation
SRD
Message
0-level (Cantrip) Transmutation
SRD
Minor Illusion
0-level (Cantrip) Illusion
SRD
Prestidigitation
0-level (Cantrip) Transmutation
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
SRD
Produce Flame
0-level (Cantrip) Conjuration
SRD
Ray of Frost
0-level (Cantrip) Evocation
SRD
Resistance
0-level (Cantrip) Abjuration
SRD
Sacred Flame
0-level (Cantrip) Evocation
SRD
Shillelagh
0-level (Cantrip) Transmutation
SRD
Shocking Grasp
0-level (Cantrip) Evocation
SRD
Thaumaturgy
0-level (Cantrip) Transmutation
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
SRD
Thorn Whip
0-level (Cantrip) Transmutation
SRD
True Strike
0-level (Cantrip) Divination
Level 1 Spells
SRD
Alarm
1-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerSRD
Bane
1-level Enchantment
SRD
Bless
1-level Enchantment
SRD
Burning Hands
1-level Evocation
SRD
Charm Person
1-level Enchantment
SRD
Color Spray
1-level Illusion
SRD
Command
1-level Enchantment
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.
-
[lu]Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- Drop. The target drops whatever it is holding and then ends its turn.
- Flee. The target spends its turn moving away from you by the fastest available means.
- Grovel. The target falls prone and then ends its turn.
- Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
SRD
Comprehend Languages
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
Create or Destroy Water
1-level Transmutation
SRD
Cure Wounds
1-level Evocation
SRD
Detect Evil and Good
1-level Divination
SRD
Detect Magic
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerThe spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
- Abjuration - a glowing nimbus of white
- Conjuration - an ethereal cerulean fog
- Divination - a translucent gray mist
- Enchantment - a teasing, verdant tryst of fey hues (light green)
- Evocation - an ebb and flow of opposing oranges and blues
- Illusion - a basic brown with subtle hints of depth
- Necromancy - a viscous, oily residue (black and dark purple with prismatic rainbows)
- Transmutation - a lustrous golden sheen
SRD
Detect Poison and Disease
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
Disguise Self
1-level Illusion
SRD
Divine Favor
1-level Evocation
SRD
Entangle
1-level Conjuration
SRD
Expeditious Retreat
1-level Transmutation
SRD
Faerie Fire
1-level Evocation
SRD
False Life
1-level Necromancy
SRD
Feather Fall
1-level Transmutation
SRD
Floating Disk
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerSRD
Fog Cloud
1-level Conjuration
SRD
Grease
1-level Conjuration
SRD
Guiding Bolt
1-level Evocation
SRD
Healing Word
1-level Evocation
SRD
Heroism
1-level Enchantment
SRD
Hideous Laughter
1-level Enchantment
SRD
Identify
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
Illusory Script
1-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerSRD
Inflict Wounds
1-level Necromancy
SRD
Jump
1-level Transmutation
SRD
Longstrider
1-level Transmutation
SRD
Mage Armor
1-level Abjuration
SRD
Magic Missile
1-level Evocation
SRD
Protection from Evil and Good
1-level Abjuration
SRD
Purify Food and Drink
1-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerSRD
Sanctuary
1-level Abjuration
SRD
Shield
1-level Abjuration
SRD
Shield of Faith
1-level Abjuration
SRD
Silent Image
1-level Illusion
SRD
Sleep
1-level Enchantment
SRD
Speak with Animals
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
Thunderwave
1-level Evocation
SRD
Unseen Servant
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerLevel 2 Spells
System Reference Document
Acid Arrow
2-level Evocation
SRD
Aid
2-level Abjuration
SRD
Alter Self
2-level Transmutation
SRD
Animal Messenger
2-level Enchantment
Ritual - does not require spell slot, takes 10 minutes longerSRD
Arcane Lock
2-level Abjuration
SRD
Arcanist's Magic Aura
2-level Illusion
SRD
Augury
2-level Divination
Ritual - does not require spell slot, takes 10 minutes longer- Weal, for good results
- Woe, for bad results
- Weal and woe, for both good and bad results
- Nothing, for results that aren't especially good or bad
SRD
Barkskin
2-level Transmutation
SRD
Blindness/Deafness
2-level Necromancy
SRD
Blur
2-level Illusion
SRD
Calm Emotions
2-level Enchantment
- You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.
- Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
SRD
Continual Flame
2-level Evocation
SRD
Darkness
2-level Evocation
SRD
Darkvision
2-level Transmutation
SRD
Detect Thoughts
2-level Divination
SRD
Enhance Ability
2-level Transmutation
- Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
- Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
- Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
- Eagle's Splendor. The target has advantage on Charisma checks.
- Fox's Cunning. The target has advantage on Intelligence checks.
- Owl's Wisdom. The target has advantage on Wisdom checks.
SRD
Enlarge/Reduce
2-level Transmutation
SRD
Enthrall
2-level Enchantment
SRD
Find Steed
2-level Conjuration
SRD
Find Traps
2-level Divination
SRD
Flame Blade
2-level Evocation
SRD
Flaming Sphere
2-level Conjuration
SRD
Gentle Repose
2-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerSRD
Gust of Wind
2-level Evocation
SRD
Heat Metal
2-level Transmutation
SRD
Hold Person
2-level Enchantment
SRD
Invisibility
2-level Illusion
SRD
Knock
2-level Transmutation
SRD
Lesser Restoration
2-level Abjuration
SRD
Levitate
2-level Transmutation
SRD
Locate Animals or Plants
2-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
Locate Object
2-level Divination
SRD
Magic Mouth
2-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerSRD
Magic Weapon
2-level Transmutation
SRD
Mirror Image
2-level Illusion
SRD
Misty Step
2-level Conjuration
SRD
Moonbeam
2-level Evocation
SRD
Pass without Trace
2-level Abjuration
SRD
Prayer of Healing
2-level Evocation
SRD
Protection from Poison
2-level Abjuration
SRD
Ray of Enfeeblement
2-level Necromancy
SRD
Rope Trick
2-level Transmutation
SRD
Scorching Ray
2-level Evocation
SRD
See Invisibility
2-level Divination
SRD
Shatter
2-level Evocation
SRD
Silence
2-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerSRD
Spider Climb
2-level Transmutation
SRD
Spike Growth
2-level Transmutation
SRD
Spiritual Weapon
2-level Evocation
SRD
Suggestion
2-level Enchantment
SRD
Warding Bond
2-level Abjuration
SRD
Web
2-level Conjuration
SRD
Zone of Truth
2-level Enchantment
Level 3 Spells
SRD
Animate Dead
3-level Necromancy
SRD
Beacon of Hope
3-level Abjuration
SRD
Bestow Curse
3-level Necromancy
- Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
- While cursed, the target has disadvantage on attack rolls against you.
- While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
- While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
SRD
Blink
3-level Transmutation
SRD
Call Lightning
3-level Conjuration
SRD
Clairvoyance
3-level Divination
SRD
Conjure Animals
3-level Conjuration
- 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 challenge rating 1/4 or lower
CR | Creature Name |
---|---|
0 | |
1/8 | |
1/4 | |
1/2 | |
1 | |
2 |
SRD
Create Food and Water
3-level Conjuration
SRD
Daylight
3-level Evocation
SRD
Dispel Magic
3-level Abjuration
SRD
Fear
3-level Illusion
SRD
Fireball
3-level Evocation
SRD
Fly
3-level Transmutation
SRD
Gaseous Form
3-level Transmutation
SRD
Glyph of Warding
3-level Abjuration
SRD
Haste
3-level Transmutation
SRD
Hypnotic Pattern
3-level Illusion
SRD
Lightning Bolt
3-level Evocation
SRD
Magic Circle
3-level Abjuration
- The creature has disadvantage on attack rolls against targets within the cylinder.
- Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.
- When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it.
SRD
Major Image
3-level Illusion
SRD
Mass Healing Word
3-level Evocation
SRD
Meld ito Stone
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerSRD
Nondetection
3-level Abjuration
SRD
Phantom Steed
3-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerSRD
Plant Growth
3-level Transmutation
SRD
Protection from Energy
3-level Abjuration
SRD
Remove Curse
3-level Abjuration
SRD
Revivify
3-level Necromancy
SRD
Sending
3-level Evocation
SRD
Sleet Storm
3-level Conjuration
SRD
Slow
3-level Transmutation
SRD
Speak with Dead
3-level Necromancy
SRD
Speak with Plants
3-level Transmutation
SRD
Spirit Guardians
3-level Conjuration
SRD
Stinking Cloud
3-level Conjuration
SRD
Leomund's Tiny Hut
3-level Evocation
Ritual - does not require spell slot, takes 10 minutes longerSRD
Tongues
3-level Divination
SRD
Vampiric Touch
3-level Necromancy
SRD
Water Breathing
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerSRD
Water Walk
3-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerSRD
Wind Wall
3-level Evocation
Level 4 Spells
SRD
Arcane Eye
4-level Divination
SRD
Banishment
4-level Abjuration
SRD
Evard's Black Tentacles
4-level Conjuration
SRD
Blight
4-level Necromancy
SRD
Confusion
4-level Enchantment
d10 | Behavior |
---|---|
1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn't take an action this turn. |
2-6 | The creature doesn't move or take actions this turn. |
7-8 | The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. |
9-10 | The creature can act and move normally. |
SRD
Conjure Minor Elementals
4-level Conjuration
- 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 1/4 or lower
CR | Sample Elementals |
---|---|
1/4 | |
1/2 | |
2 |
SRD
Conjure Woodland Beings
4-level Conjuration
- 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 challenge rating 1/4 or lower
CR | Sample Woodland Creatures |
---|---|
1/4 | |
1/2 | |
1 | |
2 |
SRD
Control Water
4-level Transmutation
SRD
Death Ward
4-level Abjuration
SRD
Dimension Door
4-level Conjuration
SRD
Divination
4-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
Dominate Beast
4-level Enchantment
SRD
Fabricate
4-level Transmutation
SRD
Mordenkainen's Faithful Hound
4-level Conjuration
SRD
Fire Shield
4-level Evocation
SRD
Freedom of Movement
4-level Abjuration
SRD
Giant Insect
4-level Transmutation
SRD
Greater Invisibility
4-level Illusion
SRD
Hallucinatory Terrain
4-level Illusion
SRD
Ice Storm
4-level Evocation
SRD
Locate Creature
4-level Divination
SRD
Phantasmal Killer
4-level Illusion
SRD
Polymorph
4-level Transmutation
SRD
Mordenkainen's Private Sanctum
4-level Abjuration
- Sound can't pass through the barrier at the edge of the warded area.
- The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
- Sensors created by divination spells can't appear inside the protected area or pass through the barrier at its perimeter.
- Creatures in the area can't be targeted by divination spells.
- Nothing can teleport into or out of the warded area.
- Planar travel is blocked within the warded area.
SRD
Otiluke's Resilient Sphere
4-level Evocation
SRD
Leomund's Secret Chest
4-level Conjuration
SRD
Stone Shape
4-level Transmutation
SRD
Stoneskin
4-level Abjuration
SRD
Wall of Fire
4-level Evocation
Level 5 Spells
SRD
Animate Objects
5-level Transmutation
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
Animated Object Statistics
Size | HP | AC | Str | Dex | Attack |
---|---|---|---|---|---|
Tiny | 20 | 18 | 4 | 18 | +8 to hit, 1d4+4 damage |
Small | 25 | 16 | 6 | 14 | +6 to hit, 1d8+2 damage |
Medium | 40 | 13 | 10 | 12 | +5 to hit, 2d6+1 damage |
Large | 50 | 10 | 14 | 10 | +6 to hit, 2d10+2 damage |
Huge | 80 | 10 | 18 | 6 | +8 to hit, 2d12+4 damage |
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
SRD
Antilife Shell
5-level Abjuration
SRD
Arcane Hand
5-level Evocation
SRD
Awaken
5-level Transmutation
SRD
Cloudkill
5-level Conjuration
SRD
Commune
5-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
Commune with Nature
5-level Divination
Ritual - does not require spell slot, takes 10 minutes longer- terrain and bodies of water
- prevalent plants, minerals, animals, or peoples
- powerful celestials, fey, fiends, elementals, or undead
- influence from other planes of existence
- buildings
SRD
Cone of Cold
5-level Evocation
SRD
Conjure Elemental
5-level Conjuration
CR | Sample Elementals |
---|---|
1/4 | Steam Mephit |
1/2 | Dust Mephit, Ice Mephit, Magma Mephit, Magmin |
2 | Azer, Gargoyle |
5 | Air Elemental, Earth Elemental, Fire Elemental, Salamander, Water Elemental, Xorn |
6 | Invisible Stalker |
SRD
Contact Other Plane
5-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
Contagion
5-level Necromancy
SRD
Creation
5-level Illusion
Material | Duration |
---|---|
Vegetable Matter | 1 day |
Stone or Crystal | 12 hours |
Precious Metals | 1 hour |
Gems | 10 minutes |
Adamantine or Mithral | 1 minute |
SRD
Dispel Evil and Good
5-level Abjuration
SRD
Dominate Person
5-level Enchantment
SRD
Dream
5-level Illusion
SRD
Flame Strike
5-level Evocation
SRD
Geas
5-level Enchantment
SRD
Greater Restoration
5-level Abjuration
- One effect that charmed or petrified the target
- One curse, including the target's attunement to a cursed magic item
- Any reduction to one of the target's ability scores
- One effect reducing the target's hit point maximum
SRD
Hallow
5-level Evocation
SRD
Hold Monster
5-level Enchantment
SRD
Insect Plague
5-level Conjuration
SRD
Legend Lore
5-level Divination
SRD
Mass Cure Wounds
5-level Evocation
SRD
Mislead
5-level Illusion
SRD
Modify Memory
5-level Enchantment
SRD
Passwall
5-level Transmutation
SRD
Planar Binding
5-level Abjuration
SRD
Raise Dead
5-level Necromancy
SRD
Reincarnate
5-level Transmutation
d100 | Race |
---|---|
01-04 | Dragonborn |
05-13 | Dwarf (Hill) |
14-21 | Dwarf (Mountain |
22-25 | Elf (Dark) |
26-34 | Elf (High) |
35-42 | Elf (Wood) |
43-46 | Gnome (Forest) |
47-52 | Gnome (Rock) |
53-56 | Half-Elf |
57-60 | Half-Orc |
61-68 | Halfling (Lightfoot) |
69-76 | Halfling (Stout) |
77-96 | Human |
97-100 | Tiefling |
SRD
Scrying
5-level Divination
Knowledge | Save Modifier |
---|---|
Secondhand (you have heard of the target) | +5 |
Firsthand (you have met the target) | 0 |
Familiar (you know the target well) | -5 |
Connection | Save Modifier |
---|---|
Likeness or Picture | -2 |
Possession or Garment | -4 |
Body part, lock of hair, bit of nail, or the like | -10 |
SRD
Seeming
5-level Illusion
SRD
Telekinesis
5-level Transmutation
SRD
Rary's Telepathic Bond
5-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
Teleportation Circle
5-level Conjuration
SRD
Tree Stride
5-level Conjuration
SRD
Wall of Force
5-level Evocation
SRD
Wall of Stone
5-level Evocation
Level 6 Spells
SRD
Blade Barrier
6-level Evocation
SRD
Chain Lightning
6-level Evocation
SRD
Circle of Death
6-level Necromancy
SRD
Conjure Fey
6-level Conjuration
SRD
Contingency
6-level Evocation
SRD
Create Undead
6-level Necromancy
SRD
Disintegrate
6-level Transmutation
SRD
Eyebite
6-level Necromancy
SRD
Find the Path
6-level Divination
SRD
Flesh to Stone
6-level Transmutation
SRD
Forbiddance
6-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerSRD
Otiluke's Freezing Sphere
6-level Evocation
SRD
Globe of Invulnerability
6-level Abjuration
SRD
Guards and Wards
6-level Abjuration
- Place dancing lights in four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
- Place magic mouth in two locations.
- Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
- Place a constant gust of wind in one corridor or room.
- Place a suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the suggestion mentally.
SRD
Harm
6-level Necromancy
SRD
Heal
6-level Evocation
SRD
Heroe's Feast
6-level Conjuration
SRD
Drawmij's Instant Summons
6-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerSRD
Otto's Irresistible Dance
6-level Enchantment
SRD
Magic Jar
6-level Necromancy
SRD
Mass Suggestion
6-level Enchantment
SRD
Move Earth
6-level Transmutation
SRD
Planar Ally
6-level Conjuration
SRD
Programmed Illusion
6-level Illusion
SRD
Sunbeam
6-level Evocation
SRD
Transport via Plants
6-level Conjuration
SRD
True Seeing
6-level Divination
SRD
Wall of Ice
6-level Evocation
SRD
Wall of Thorns
6-level Conjuration
SRD
Wind Walk
6-level Transmutation
SRD
Word of Recall
6-level Conjuration
Level 7 Spells
SRD
Arcane Sword
7-level Evocation
SRD
Conjure Celestial
7-level Conjuration
SRD
Delayed Blast Fireball
7-level Evocation
SRD
Divine Word
7-level Evocation
- 50 hit points or fewer: deafened for 1 minute
- 40 hit points or fewer: deafened and blinded for 10 minutes
- 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
- 20 hit points or fewer: killed instantly
SRD
Etherealness
7-level Transmutation
SRD
Finger of Death
7-level Necromancy
SRD
Fire Storm
7-level Evocation
SRD
Forcecage
7-level Evocation
SRD
Mordenkainen's Magnificent Mansion
7-level Conjuration
SRD
Mirage Arcane
7-level Illusion
SRD
Plane Shift
7-level Conjuration
SRD
Prismatic Spray
7-level Evocation
- Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
- Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
- Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
- Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
- Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
- Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
- Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
- Special. The target is struck by two rays. Roll twice more, rerolling any 8.
SRD
Project Image
7-level Illusion
SRD
Regenerate
7-level Transmutation
SRD
Resurrection
7-level Necromancy
SRD
Reverse Gravity
7-level Transmutation
SRD
Sequester
7-level Transmutation
SRD
Simulacrum
7-level Illusion
SRD
Symbol
7-level Abjuration
SRD
Teleport
7-level Conjuration
Familiarity | Mishap | Similar Area | Off Target | On Target |
---|---|---|---|---|
Permanent Circle | - | - | - | 01-100 |
Associated Object | - | - | - | 01-100 |
Very Familiar | 01-05 | 06-13 | 14-24 | 25-100 |
Seen Casually | 01-33 | 34-43 | 44-53 | 54-100 |
Viewed Once | 01-43 | 44-53 | 54-73 | 74-100 |
Description | 01-43 | 44-53 | 54-73 | 74-100 |
False Destination | 01-50 | 51-100 | - | - |
Level 8 Spells
SRD
Animal Shapes
7-level Transmutation
SRD
Antimagic Field
8-level Abjuration
SRD
Antipathy/Sympathy
8-level Enchantment
SRD
Clone
8-level Necromancy
SRD
Control Weather
8-level Transmutation
Precipitation
Stage | Condition |
---|---|
1 | Clear |
2 | Light clouds |
3 | Overcast or ground fog |
4 | Rain, hail, or snow |
5 | Torrential rain, driving hail, or blizzard |
Temperature
Stage | Condition |
---|---|
1 | Unbearable heat |
2 | Hot |
3 | Warm |
4 | Cool |
5 | Cold |
6 | Arctic cold |
Wind
Stage | Condition |
---|---|
1 | Calm |
2 | Moderate wind |
3 | Strong wind |
4 | Gale |
5 | Storm |
SRD
Demiplane
8-level Conjuration
SRD
Dominate Monster
8-level Enchantment
SRD
Earthquake
8-level Evocation
SRD
Feeblemind
8-level Enchantment
SRD
Glibness
8-level Transmutation
SRD
Holy Aura
8-level Abjuration
SRD
Incendiary Cloud
8-level Conjuration
SRD
Maze
8-level Conjuration
SRD
Mind Blank
8-level Abjuration
SRD
Power Word Stun
8-level Enchantment
SRD
Sunburst
8-level Evocation
Level 9 Spells
SRD
Astral Projection
9-level Necromancy
SRD
Foresight
9-level Divination
SRD
Gate
9-level Conjuration
SRD
Imprisonment
9-level Abjuration
SRD
Mass Heal
9-level Evocation
SRD
Meteor Swarm
9-level Evocation
SRD
Power Word Kill
9-level Enchantment
SRD
Prismatic Wall
9-level Abjuration
SRD
Shapechange
9-level Transmutation
SRD
Storm of Vengeance
9-level Conjuration
SRD
Time Stop
9-level Transmutation
SRD
True Polymorph
9-level Transmutation
SRD
True Resurrection
9-level Necromancy
SRD
Weird
9-level Illusion
SRD
Wish
9-level Conjuration
- You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
- You grant up to ten creatures that you can see resistance to a damage type you choose.
- You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
- You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
< PHB: Spells
Cantrips
Level 1 Spells
Level 2 Spells
Level 3 Spells
Level 4 Spells
Level 5 Spells
Level 6 Spells
Level 7 Spells
Level 8 Spells
Level 9 Spells
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