Name |
Level |
School |
Concentration |
Description
|
Blade Ward |
0 |
Abjuration |
No |
Take only half the damage from Bludgeoning, Piercing, and Slashing attacks.
|
Dancing Lights |
0 |
Evocation |
Yes |
Illuminate a [1] radius.
|
Friends |
0 |
Enchantment |
Yes |
Gain Advantage on Charisma Checks against a non-hostile creature.
|
Light |
0 |
Evocation |
No |
Infuse an object with an aura of light.
|
Mage Hand |
0 |
Conjuration |
No |
Create a spectral hand that can manipulate and interact with objects.
|
Minor Illusion |
0 |
Illusion |
No |
Create an illusion that compels nearby creatures to investigate.
|
True Strike |
0 |
Divination |
Yes |
Gain Advantage on your next Attack Roll.
|
Vicious Mockery |
0 |
Enchantment |
No |
Insult a creature: it has Disadvantage on its next Attack Roll.
|
Animal Friendship |
1 |
Enchantment |
No |
Convince a beast not to attack you.
|
Bane |
1 |
Enchantment |
Yes |
Up to [2] creatures receive a -[1] penalty to Attack Rolls and Saving Throws.
|
Charm Person |
1 |
Enchantment |
No |
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.
|
Cure Wounds |
1 |
Evocation |
No |
Heal a creature you can touch.
|
Disguise Self |
1 |
Illusion |
No |
Magically change all aspects of your appearance.
|
Dissonant Whispers |
1 |
Enchantment |
No |
Frighten a creature: it will be easier to hit and cannot move.
|
Faerie Fire |
1 |
Evocation |
Yes |
All targets within the light turn visible, and Attack Rolls against them have Advantage.
|
Feather Fall |
1 |
Transmutation |
No |
You and nearby allies gain Immunity to Falling damage.
|
Healing Word |
1 |
Evocation |
No |
Heal a creature you can see.
|
Heroism |
1 |
Enchantment |
Yes |
Make yourself or a target immune to Frightened and gain [1] each turn.
|
Longstrider |
1 |
Transmutation |
No |
Increase a creature's movement speed by [1].
|
Sleep |
1 |
Enchantment |
No |
Put creatures into a magical slumber. Select targets up to a combined [1].
|
Speak with Animals |
1 |
Divination |
No |
Gain the ability to comprehend and communicate with beasts.
|
Tasha's Hideous Laughter |
1 |
Enchantment |
Yes |
Leave a creature Prone with laughter, without the ability to get up.
|
Thunderwave |
1 |
Evocation |
No |
Release a wave of thunderous force that pushes away all creatures and objects.
|
Blindness |
2 |
Necromancy |
No |
Limit a foe's sight range. It is easier to hit, and the creature will miss more often.
|
Calm Emotions |
2 |
Enchantment |
Yes |
Humanoids can't be Charmed, Frightened, or become enraged.
|
Cloud of Daggers |
2 |
Conjuration |
Yes |
Conjure a cloud of spinning daggers that attack anyone inside.
|
Crown of Madness |
2 |
Enchantment |
Yes |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied.
|
Detect Thoughts |
2 |
Divination |
Yes |
Focus your mind to read the thoughts of certain creatures while talking to them.
|
Enhance Ability |
2 |
Transmutation |
Yes |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability.
|
Enthral |
2 |
Enchantment |
No |
Reduce a creature's peripheral vision and make it look at you.
|
Heat Metal |
2 |
Transmutation |
Yes |
Cause a metal weapon or armour to glow red-hot and force the wearer to let go or receive Disadvantage on Attack Rolls and Ability Checks.
|
Hold Person |
2 |
Enchantment |
Yes |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits.
|
Invisibility |
2 |
Illusion |
Yes |
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage.
|
Knock |
2 |
Transmutation |
No |
Unlock an object that is held shut by a mundane lock.
|
Lesser Restoration |
2 |
Abjuration |
No |
Cure a creature from disease, poison, paralysis or blindness.
|
Phantasmal Force |
2 |
Illusion |
Yes |
Deal damage to a creature each turn. The type of damage changes to the last type the creature suffered.
|
See Invisibility |
2 |
Divination |
No |
Become able to see Invisible creatures, and possibly reveal them to others.
|
Shatter |
2 |
Evocation |
No |
Damages all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw.
|
Silence |
2 |
Illusion |
Yes |
Create a sound-proof sphere. All within are Silenced and Immune to Thunder damage.
|
Bestow Curse |
3 |
Necromancy |
Yes |
Curse a creature with your touch. The curse either bestows Disadvantage on checks and Saving Throws or attacks, lets you deal additional damage to the target, or robs it of its actions.
|
Fear |
3 |
Illusion |
Yes |
Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move.
|
Feign Death |
3 |
Necromancy |
No |
Put an ally in a protective coma. They become Resistant to all damage except Psychic damage. Disease and poison have no effect.
|
Glyph of Warding |
3 |
Abjuration |
No |
Inscribe a circle of arcane glyphs on the ground. When stepped on by an enemy, the selected magical effect will trigger.
|
Hypnotic Pattern |
3 |
Illusion |
Yes |
Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act.
|
Plant Growth |
3 |
Transmutation |
No |
Make weeds burst from the ground and smother the area. Creatures moving through the weeds have their movement speed quartered.
|
Speak with Dead |
3 |
Necromancy |
No |
Grant a semblance of life to a humanoid corpse, allowing it to answer up to 5 questions.
|
Stinking Cloud |
3 |
Conjuration |
Yes |
Create a cloud of gas so nauseating it prevents creatures from taking actions.
|
Confusion |
4 |
Enchantment |
Yes |
Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor.
|
Dimension Door |
4 |
Conjuration |
No |
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium.
|
Freedom of Movement |
4 |
Abjuration |
No |
Snap an ally out of any Stun. Difficult Terrain can't slow them down, and they can't be magically Paralysed or Restrained.
|
Greater Invisibility |
4 |
Illusion |
Yes |
Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage.
|
Polymorph |
4 |
Transmutation |
Yes |
Transform a creature into a harmless sheep.
|
Dominate Person |
5 |
Enchantment |
Yes |
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated.
|
Greater Restoration |
5 |
Abjuration |
No |
Touch a creature and negate any Charm, Petrification, Stun, or curse afflicting it.
|
Hold Monster |
5 |
Enchantment |
Yes |
Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits.
|
Mass Cure Wounds |
5 |
Evocation |
No |
Unleash a soothing hum of energy that heals you and nearby allies.
|
Planar Binding |
5 |
Abjuration |
Yes |
Target an otherworldly creature and attach its consciousness to your own. It will follow and fight for you as an ally.
|
Seeming |
5 |
Illusion |
No |
Disguise up to [1] members of your adventuring party.
|
Eyebite |
6 |
Necromancy |
Yes |
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep.
|
Otto's Irresistible Dance |
6 |
Enchantment |
Yes |
Cause a creature to start dancing, making it unable to take actions or move. Its attackers have Advantage on Attack Rolls.
|