John Doe

Short Rest    Long Rest
Class Level Readiness Ability To Hit Save
Wizard 7 Knows Spells
& Prepares Spells (10)
INT (+3) +7 DC 15
Artificer 2 Prepares Spells (4) INT (+3) +7 DC 15
Spell Slots:
Filter this list by spell name Return to my Prepared Spell
Mine Level Name Casting Time Duration Range More
Cantrip Acid Splash 1 action
V S
Instantaneous
60 feet

Acid Splash

Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

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).

(Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 211
Cantrip Blade Ward 1 action
V S
1 round
Self

Blade Ward

Abjuration Cantrip
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 round

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 218
Cantrip Booming Blade 1 action
V M
1 round
5 feet

Booming Blade

Evocation Cantrip
Casting Time: 1 action
Range: 5 feet
Components: V M (a weapon)
Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

(Sorcerer) (Warlock) (Wizard)
Source: scag 142
Cantrip Chill Touch 1 action
V S
1 round
120 feet

Chill Touch

Necromancy Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: 1 round

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 target.

If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

(Sorcerer) (Warlock) (Wizard)
Source: phb 221
Cantrip Control Flames 1 action
S
Instantaneous or 1 hour (see below)
60 feet

Control Flames

Transmutation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

* You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.

* You instantaneously extinguish the flames within the cube.

* You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.

* You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(Druid) (Sorcerer) (Wizard)
Source: ee 16, xge 152
Cantrip Create Bonfire 1 action
V S
1 minute
Concentration
60 feet

Create Bonfire

Conjuration Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Concentration, up to 1 minute

You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Notes: Concentration, up to 1 minute

(Druid) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: ee 16, xge 152
Cantrip Dancing Lights 1 action
V S M
1 minute
Concentration
120 feet

Dancing Lights

Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S M (a bit of phosphorus or wychwood, or a glowworm)
Duration: Concentration, up to 1 minute

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.

As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.

Notes: Concentration, up to 1 minute

(Bard) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 230
Cantrip Fire Bolt 1 action
V S
Instantaneous
120 feet

Fire Bolt

Evocation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

(Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 242
Cantrip Friends 1 action
S M
1 minute
Concentration
Self

Friends

Enchantment Cantrip
Casting Time: 1 action
Range: Self
Components: S M (a small amount of makeup applied to the face as this spell is cast)
Duration: Concentration, up to 1 minute

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you have used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 244
Cantrip Frostbite 1 action
V S
Instantaneous
60 feet

Frostbite

Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Druid) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: ee 18, xge 156
Cantrip Green-Flame Blade 1 action
V M
1 action
5 feet

Green-Flame Blade

Evocation Cantrip
Casting Time: 1 action
Range: 5 feet
Components: V M (a weapon)
Duration: 1 action

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.

(Sorcerer) (Warlock) (Wizard)
Source: scag 143
Cantrip Guidance 1 action
V S
1 minute
Concentration
Touch

Guidance

Divination Cantrip
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

(Cleric) (Druid) (Artificer (UEA))
Source: phb 248
Cantrip Gust 1 action
V S
Instantaneous
30 feet

Gust

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: Instantaneous

* One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.

* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage.

* You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

(Druid) (Sorcerer) (Wizard)
Source: ee 19, xge 157
Cantrip Infestation 1 action
V S M
1 action
30 feet

Infestation

Conjuration Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S M (a living flea)
Duration: 1 action

You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Druid) (Sorcerer) (Warlock) (Wizard)
Source: xge 158
Cantrip Light 1 action
V M
1 hour
Touch

Light

Evocation Cantrip
Casting Time: 1 action
Range: Touch
Components: V M (a firefly or phosphorescent moss)
Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

(Bard) (Cleric) (Wizard) (Artificer (UEA))
Source: phb 255
Cantrip Lightning Lure 1 action
V
Instantaneous
15 feet

Lightning Lure

Evocation Cantrip
Casting Time: 1 action
Range: 15 feet
Components: V
Duration: Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)

(Sorcerer) (Warlock) (Wizard)
Source: scag 143
Cantrip Mage Hand 1 action
V S
1 minute
30 feet

Mage Hand

Conjuration Cantrip
Casting Time: 1 action
Range: 30 feet
Components: V S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

(Bard) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 256
Cantrip Mending 1 minute
V S M
Instantaneous
Touch

Mending

Transmutation Cantrip
Casting Time: 1 minute
Range: Touch
Components: V S M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no longer than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

(Bard) (Cleric) (Druid) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 259
Cantrip Message 1 action
V S M
1 round
120 feet

Message

Transmutation Cantrip
Casting Time: 1 action
Range: 120 feet
Components: V S M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

(Bard) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 259
Cantrip Minor Illusion 1 action
S M
1 minute
30 feet

Minor Illusion

Illusion Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 260
Cantrip Mold Earth 1 action
S
Instantaneous or 1 hour (see below)
30 feet

Mold Earth

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

* If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.

* You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.

* If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(Druid) (Sorcerer) (Wizard)
Source: ee 21, xge 162
Cantrip Poison Spray 1 action
V S
Instantaneous
10 feet

Poison Spray

Conjuration Cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Instantaneous

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).

(Druid) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 266
Cantrip Prestidigitation 1 action
V S
Up to 1 hour
10 feet

Prestidigitation

Transmutation Cantrip
Casting Time: 1 action
Range: 10 feet
Components: V S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

* 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.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(Bard) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 267
Cantrip Ray of Frost 1 action
V S
Instantaneous
60 feet

Ray of Frost

Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

(Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 271
Cantrip Shape Water 1 action
S
Instantaneous or 1 hour (see below)
30 feet

Shape Water

Transmutation Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Instantaneous or 1 hour (see below)

* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.

* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.

* You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.

* You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

(Druid) (Sorcerer) (Wizard)
Source: ee 21
Cantrip Shocking Grasp 1 action
V S
Instantaneous
Touch

Shocking Grasp

Evocation Cantrip
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn.

The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

(Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 275
Cantrip Sword Burst 1 action
V
Instantaneous
5 feet

Sword Burst

Conjuration Cantrip
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous

You create a momentary circle of spectral blades that sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Sorcerer) (Warlock) (Wizard)
Source: scag 143
Cantrip Thunderclap 1 action
S
Instantaneous
Self (5-foot radius)

Thunderclap

Evocation Cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: Instantaneous

You create a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d6 thunder damage.

The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Bard) (Druid) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: ee 22, xge 168
Cantrip Toll the Dead 1 action
V S
Instantaneous
60 feet

Toll the Dead

Necromancy Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V S
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

(Cleric) (Warlock) (Wizard)
Source: xge 169
Cantrip True Strike 1 action
S
1 round
Concentration
30 feet

True Strike

Divination Cantrip
Casting Time: 1 action
Range: 30 feet
Components: S
Duration: Concentration, up to 1 round

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Notes: Concentration, up to 1 round

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 284
1 Absorb Elements 1 reaction
S
1 round
Self

Absorb Elements

1-level Abjuration
Casting Time: 1 reaction
Range: Self
Components: S
Duration: 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

(Druid) (Ranger) (Sorcerer) (Wizard) (Artificer (UEA))
Source: ee 15, xge 150
1 Alarm 1 minute R
V S M
8 hours
30 feet

Alarm

1-level Abjuration (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V S M (a tiny bell and a piece of fine silver wire)
Duration: 8 hours

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 alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

(Ranger) (Wizard) (Artificer (UEA))
Source: phb 211
1 Catapult 1 action
S
Instantaneous
150 feet

Catapult

1-level Transmutation
Casting Time: 1 action
Range: 150 feet
Components: S
Duration: Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

(Sorcerer) (Wizard) (Artificer (UEA))
Source: ee 15, xge 150
1 Comprehend Languages 1 action R
V S M
1 hour
Self

Comprehend Languages

1-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S M (a pinch of soot and salt)
Duration: 1 hour

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 a glyph, such as an arcane sigil, that isn’t part of a written language.

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 224
1 Cure Wounds 1 action
V S
Instantaneous
Touch

Cure Wounds

1-level Evocation
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

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.

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.

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Artificer (UEA))
Source: phb 230
1 Detect Magic 1 action R
V S
10 minutes
Concentration
Self

Detect Magic

1-level Divination (ritual)
Casting Time: 1 action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The 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.

Notes: Concentration, up to 10 minutes

(Bard) (Cleric) (Druid) (Paladin) (Ranger) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 231
1 Disguise Self 1 action
V S
1 hour
Self

Disguise Self

1-level Illusion
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 hour

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. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your apperance and must succeed on an Intelligence (Investigation) check against your spell save DC.

(Bard) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 233
1 Expeditious Retreat 1 bonus action
V S
10 minutes
Concentration
Self

Expeditious Retreat

1-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V S
Duration: Concentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

(Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 238
1 Faerie Fire 1 action
V
1 minute
Concentration
60 feet

Faerie Fire

1-level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

(Bard) (Druid) (Artificer (UEA))
Source: phb 239
1 False Life 1 action
V S M
1 hour
Self

False Life

1-level Necromancy
Casting Time: 1 action
Range: Self
Components: V S M (a small amount of alcohol or distilled spirits)
Duration: 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

(Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 239
1 Feather Fall 1 reaction
V M
1 minute
60 feet

Feather Fall

1-level Transmutation
Casting Time: 1 reaction
Range: 60 feet
Components: V M (a small feather or a piece of down)
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

(Bard) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 239
1 Find Familiar 1 hour R
V S M
Instantaneous
10 feet

Find Familiar

1-level Conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V S M (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your action modifier for the roll.

(Wizard)
Source: phb 240
1 Grease 1 action
V S M
1 minute
60 feet

Grease

1-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a bit of pork rind or butter)
Duration: 1 minute

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.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

(Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 246
1 Identify 1 minute R
V S M
Instantaneous
Touch

Identify

1-level Divination (ritual)
Casting Time: 1 minute
Range: Touch
Components: V S M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

(Bard) (Wizard) (Artificer (UEA))
Source: phb 252
1 Jump 1 action
V S M
1 minute
Touch

Jump

1-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a grasshopper's hind leg)
Duration: 1 minute

You touch a creature. The creature's jump distance is tripled until the spell ends.

(Druid) (Ranger) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 254
1 Longstrider 1 action
V S M
1 hour
Touch

Longstrider

1-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (a pinch of dirt)
Duration: 1 hour

You touch a creature. The target's speed increases by 10 feet until the spell ends.

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 spell slot above 1st.

(Bard) (Druid) (Ranger) (Wizard) (Artificer (UEA))
Source: phb 256
1 Mage Armor 1 action
V S M
8 hours
Touch

Mage Armor

1-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

(Sorcerer) (Wizard)
Source: phb 256
1 Sanctuary 1 bonus action
V S M
1 minute
30 feet

Sanctuary

1-level Abjuration
Casting Time: 1 bonus action
Range: 30 feet
Components: V S M (a small silver mirror)
Duration: 1 minute

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball.

If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

(Cleric) (Paladin) (Artificer (UEA))
Source: phb 272
1 Shield 1 reaction
V S
1 round
Self

Shield

1-level Abjuration
Casting Time: 1 reaction
Range: Self
Components: V S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

(Sorcerer) (Wizard)
Source: phb 275
1 Silent Image 1 action
V S M
10 minutes
Concentration
60 feet

Silent Image

1-level Illusion
Casting Time: 1 action
Range: 60 feet
Components: V S M (a bit of fleece)
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

Notes: Concentration, up to 10 minutes

(Bard) (Sorcerer) (Wizard)
Source: phb 276
1 Snare 1 minute
S M
8 hours
Touch

Snare

1-level Abjuration
Casting Time: 1 minute
Range: Touch
Components: S M (25 feet of rope, which the spell consumes)
Duration: 8 hours

As you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on the ground or floor. When you finish casting, the rope disappears and the circle becomes a magic trap.

This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.

The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or floor. The creature is restrained there until the spell ends.

A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.

After the trap is triggered, the spell ends when no creature is restrained by it.

(Druid) (Ranger) (Wizard) (Artificer (UEA))
Source: xge 165
1 Unseen Servant 1 action R
V S M
1 hour
60 feet

Unseen Servant

1-level Conjuration (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V S M (a piece of string and a bit of wood)
Duration: 1 hour

This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

(Bard) (Warlock) (Wizard)
Source: phb 284
2 Cloud of Daggers 1 action
V S M
1 minute
Concentration
60 feet

Cloud of Daggers

2-level Conjuration
Casting Time: 1 action
Range: 60 feet
Components: V S M (a sliver of glass)
Duration: Concentration, up to 1 minute

You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd.

Notes: Concentration, up to 1 minute

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 222
2 Darkvision 1 action
V S M
8 hours
Touch

Darkvision

2-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (either a pinch of dried carrot or an agate)
Duration: 8 hours

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.

(Druid) (Ranger) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 230
2 Knock 1 action
V
Instantaneous
60 feet

Knock

2-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.

A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

(Bard) (Sorcerer) (Wizard)
Source: phb 254
2 Mirror Image 1 action
V S
1 minute
Self

Mirror Image

2-level Illusion
Casting Time: 1 action
Range: Self
Components: V S
Duration: 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

lf you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

(Druid) (Sorcerer) (Warlock) (Wizard)
Source: phb 260
2 Nystul's Magic Aura 1 action
V S M
24 hours
Touch

Nystul's Magic Aura

2-level Illusion
Casting Time: 1 action
Range: Touch
Components: V S M (a small square of silk)
Duration: 24 hours

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 duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.

(Wizard)
Source: phb 263
2 Phantasmal Force 1 action
V S M
1 minute
Concentration
60 feet

Phantasmal Force

2-level Illusion
Casting Time: 1 action
Range: 60 feet
Components: V S M (a bit of fleece)
Duration: Concentration, up to 1 minute

You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.

The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.

The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.

While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall--it was pushed, it slipped, or a strong wind might have knocked it off.

An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly. a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature ar hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.

(Bard) (Sorcerer) (Wizard)
Source: phb 264
2 Rope Trick 1 action
V S M
1 hour
Touch

Rope Trick

2-level Transmutation
Casting Time: 1 action
Range: Touch
Components: V S M (powdered corn extract and a twisted loop of parchment)
Duration: 1 hour

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. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.

(Wizard) (Artificer (UEA))
Source: phb 272
2 Suggestion 1 action
V M
8 hours
Concentration
30 feet

Suggestion

2-level Enchantment
Casting Time: 1 action
Range: 30 feet
Components: V M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours

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. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.

The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.

If you or any of your companions damage the target, the spell ends.

Notes: Concentration, up to 8 hours

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 279
3 Animate Dead 1 minute
V S M
Instantaneous
10 feet

Animate Dead

3-level Necromancy
Casting Time: 1 minute
Range: 10 feet
Components: V S M (a drop of blood, a piece of flesh, and a pinch of bone dust)
Duration: Instantaneous

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 DM has the creature’s game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 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.

The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

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.

(Cleric) (Paladin) (Wizard)
Source: phb 212
3 Counterspell 1 reaction
S
Instantaneous
60 feet

Counterspell

3-level Abjuration
Casting Time: 1 reaction
Range: 60 feet
Components: S
Duration: Instantaneous

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, the creature’s spell fails and has no effect.

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.

(Sorcerer) (Warlock) (Wizard)
Source: phb 228
3 Dispel Magic 1 action
V S
Instantaneous
120 feet

Dispel Magic

3-level Abjuration
Casting Time: 1 action
Range: 120 feet
Components: V S
Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used.

(Bard) (Cleric) (Druid) (Paladin) (Sorcerer) (Warlock) (Wizard) (Artificer (UEA))
Source: phb 234
3 Fireball 1 action
V S M
Instantaneous
150 feet

Fireball

3-level Evocation
Casting Time: 1 action
Range: 150 feet
Components: V S M (a tiny ball of bat guano and sulfur)
Duration: Instantaneous

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. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

(Sorcerer) (Wizard)
Source: phb 241
3 Major Image 1 action
V S M
10 minutes
Concentration
120 feet

Major Image

3-level Illusion
Casting Time: 1 action
Range: 120 feet
Components: V S M (a bit of fleece)
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench).

As long as you are within range o f the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image o f a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example.

Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.

At Higher Levels: When you cast this spell using a spell slot o f 6th level or higher, the spell lasts until dispelled, without requiring your concentration.

(Bard) (Sorcerer) (Warlock) (Wizard)
Source: phb 258
3 Phantom Steed 1 minute R
V S
1 hour
30 feet

Phantom Steed

3-level Illusion (ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V S
Duration: 1 hour

A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.

For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.

(Wizard)
Source: phb 265
3 Remove Curse 1 action
V S
Instantaneous
Touch

Remove Curse

3-level Abjuration
Casting Time: 1 action
Range: Touch
Components: V S
Duration: Instantaneous

At your touch, all curses affecting one creature or object end. If the object is a cursed magical item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.

(Cleric) (Paladin) (Warlock) (Wizard)
Source: phb 271
3 Tongues 1 action
V M
1 hour
Touch

Tongues

3-level Divination
Casting Time: 1 action
Range: Touch
Components: V M (a small clay model of a ziggurat)
Duration: 1 hour

This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

(Bard) (Cleric) (Sorcerer) (Warlock) (Wizard)
Source: phb 283
3 Water Breathing 1 action R
V S M
24 hours
30 feet

Water Breathing

3-level Transmutation (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V S M (a short reed or piece of straw)
Duration: 24 hours

This spell grants up to ten willing creatures you can see within range the abilily to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

(Druid) (Ranger) (Sorcerer) (Wizard) (Artificer (UEA))
Source: phb 287
4 Fabricate 10 minutes
V S
Instantaneous
120 feet

Fabricate

4-level Transmutation
Casting Time: 10 minutes
Range: 120 feet
Components: V S
Duration: Instantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.

Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.

Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

(Wizard) (Artificer (UEA))
Source: phb 239
4 Mordenkainen's Private Sanctum 10 minutes
V S M
24 hours
120 feet

Mordenkainen's Private Sanctum

4-level Abjuration
Casting Time: 10 minutes
Range: 120 feet
Components: V S M (a thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite)
Duration: 24 hours

You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.

When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:

- 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.

Casting this spell on the same spot every day for a year makes this effect permanent.

At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a spell slot of 5th level.

(Wizard) (Artificer (UEA))
Source: phb 262
4 Polymorph 1 action
V S M
1 hour
Concentration
60 feet

Polymorph

4-level Transmutation
Casting Time: 1 action
Range: 60 feet
Components: V S M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour

This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw.

The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target's (or the target's level, if it doesn’t have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.

The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form.

As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.

(Bard) (Druid) (Sorcerer) (Wizard)
Source: phb 266
1 Arcane Weapon 1 bonus action
V S
Up to 1 hour
Concentration
Self

Arcane Weapon

1-level Transmutation
Casting Time: 1 bonus action
Range: Self
Components: V S
Duration: Concentration, up to Up to 1 hour

You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.

As a bonus action, you can change the damage type, choosing from the options above.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

(Artificer (UEA))
Source: UA Artificer2 2019
Cantrip Mind Sliver 1 action
V
1 round
60 feet

Mind Sliver

Evocation Cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.

This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).

(Sorcerer) (Warlock) (Wizard)
Source: TCoE 108
3 Summon Undead 1 action
V S M
Concentration, up to 1 hour
Concentration
90 feet

Summon Undead

3-level Necromancy
Casting Time: 1 action
Range: 90 feet
Components: V S M (a gilded skull worth at least 300 gp)
Duration: Concentration, up to Concentration, up to 1 hour

You call forth an undead spirit II manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature's form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form. which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat. the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

(Warlock) (Wizard)
Source: TCoE 114
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