Page 2014
By Wizards of the Coast D&D 5e (2014)

SRD 5.1 SRD 5.1 (current printing)

SRD 5.2 SRD 5.2.1

Spells

Magic permeates fantasy gaming worlds and often appears in the form of a spell.

This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here.

What Is a Spell?

A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect-in most cases, all in the span of seconds.

Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix ##), drain life energy away, and restore life to the dead.

Uncounted thousands of spells have been created over the course of the multiverse's history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so.

Spell Level

Every spell has a level from 0 to 9. A spell's level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the earth-shaking wish at 9th. Cantrips-simple but powerful spells that characters can cast almost by rote-are level 0. The higher a spell's level, the higher level a spellcaster must be to use that spell.

Spell level and character level don't correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.

Known and Prepared Spells

Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes, including bards and sorcerers, have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic-using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions.

In every case, the number of spells a caster can have fixed in mind at any given time depends on the character's level.

Spell Slots

Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher level spells are even more so. Thus, each spellcasting class's description (except that of the warlock) includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots.

When a character casts a spell, he or she expends a slot of that spell's level or higher, effectively "filling" a slot with the spell. You can think of a spell slot as a groove of a certain size-small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic missile, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining.

Finishing a long rest restores any expended spell slots.

Some characters and monsters have special abilities that let them cast spells without using spell slots. For example, a monk who follows the Way of the Four Elements, a warlock who chooses certain eldritch invocations, and a pit fiend from the Nine Hells can all cast spells in such a way.

Casting a Spell at a Higher Level

When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put into.

Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in a spell's description.

Cantrips

A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the effect over and over. A cantrip's spell level is 0.

Rituals

Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn't expend a spell slot, which means the ritual version of a spell can't be cast at a higher level.

To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character's ritual feature specifies otherwise, as the wizard's does.

Casting a Spell

When a character casts any spell, the same basic rules are followed, regardless of the character's class or the spell's effects.

Each spell description begins with a block of information, including the spell's name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell's effect.

Casting Time

Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast.

Bonus Action

A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.

Reactions

Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so.

Longer Casting Times

Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see "Concentration" below). If your concentration is broken, the spell fails, but you don't expend a spell slot. If you want to try casting the spell again, you must start over.

Spell Range

The target of a spell must be within the spell's range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts.

Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self.

Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell's effect must be you (see "Areas of Effect" later in the this chapter).

Once a spell is cast, its effects aren't limited by its range, unless the spell's description says otherwise.

Components

A spell's components are the physical requirements you must meet in order to cast it. Each spell's description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can't provide one or more of a spell's components, you are unable to cast the spell.

Verbal (V)

Most spells require the chanting of mystic words. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a spell with a verbal component.

Somatic (S)

Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures.

Material (M)

Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in "Equipment") in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.

If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell.

A spellcaster must have a hand free to access a spell's material components-or to hold a spellcasting focus-but it can be the same hand that he or she uses to perform somatic components.

Duration

A spell's duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed.

Instantaneous

Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can't be dispelled, because its magic exists only for an instant.

Concentration

Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends.

If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required).

Normal activity, such as moving and attacking, doesn't interfere with concentration. The following factors can break concentration:

  • Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can't concentrate on two spells at once.

  • Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentration. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon's breath, you make a separate saving throw for each source of damage.

  • Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die.

The GM might also decide that certain environmental phenomena, such as a wave crashing over you while you're on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell.

Targets

A typical spell requires you to pick one or more targets to be affected by the spell's magic. A spell's description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below).

Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature's thoughts, typically goes unnoticed, unless a spell says otherwise.

A Clear Path to the Target

To target something, you must have a clear path to it, so it can't be behind total cover.

If you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction.

Targeting Yourself

If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself.

Areas of Effect

Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once.

A spell's description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell's energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object.

A spell's effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn't included in the spell's area. To block one of these imaginary lines, an obstruction must provide total cover.

Cone

A cone extends in a direction you choose from its point of origin. A cone's width at a given point along its length is equal to that point's distance from the point of origin. A cone's area of effect specifies its maximum length.

A cone's point of origin is not included in the cone's area of effect, unless you decide otherwise.

Cube

You select a cube's point of origin, which lies anywhere on a face of the cubic effect. The cube's size is expressed as the length of each side.

A cube's point of origin is not included in the cube's area of effect, unless you decide otherwise.

Cylinder

A cylinder's point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell's effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder.

A cylinder's point of origin is included in the cylinder's area of effect.

Line

A line extends from its point of origin in a straight path up to its length and covers an area defined by its width.

A line's point of origin is not included in the line's area of effect, unless you decide otherwise.

Sphere

You select a sphere's point of origin, and the sphere extends outward from that point. The sphere's size is expressed as a radius in feet that extends from the point.

A sphere's point of origin is included in the sphere's area of effect.

Spell Saving Throws

Many spells specify that a target can make a saving throw to avoid some or all of a spell's effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure.

The DC to resist one of your spells = 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers.

Spell Attack Rolls

Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus.

Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn't incapacitated.

Combining Magical Effects

The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don't combine, however. Instead, the most potent effect-such as the highest bonus-from those castings applies while their durations overlap.

For example, if two clerics cast bless on the same target, that character gains the spell's benefit only once; he or she doesn't get to roll two bonus dice.

Bard Spells

Cantrips (0 Level)

  • Dancing Lights

  • Light

  • Mage Hand

  • Mending

  • Message

  • Minor Illusion

  • Prestidigitation

  • True Strike

  • Vicious Mockery

1st Level

  • Animal Friendship

  • Bane

  • Charm Person

  • Comprehend Languages

  • Cure Wounds

  • Detect Magic

  • Disguise Self

  • Faerie Fire

  • Feather Fall

  • Healing Word

  • Heroism

  • Hideous Laughter

  • Identify

  • Illusory Script

  • Longstrider

  • Silent Image

  • Sleep

  • Speak with Animals

  • Thunderwave

  • Unseen Servant

2nd Level

  • Animal Messenger

  • Blindness/Deafness

  • Calm Emotions

  • Detect Thoughts

  • Enhance Ability

  • Enthrall

  • Heat Metal

  • Hold Person

  • Invisibility

  • Knock

  • Lesser Restoration

  • Locate Animals or Plants

  • Locate Object

  • Magic Mouth

  • See Invisibility

  • Shatter

  • Silence

  • Suggestion

  • Zone of Truth

3rd Level

  • Bestow Curse

  • Clairvoyance

  • Dispel Magic

  • Fear

  • Glyph of Warding

  • Hypnotic Pattern

  • Major Image

  • Nondetection

  • Plant Growth

  • Sending

  • Speak with Dead

  • Speak with Plants

  • Stinking Cloud

  • Tiny Hut

  • Tongues

4th Level

  • Compulsion

  • Confusion

  • Dimension Door

  • Freedom of Movement

  • Greater Invisibility

  • Hallucinatory Terrain

  • Locate Creature

  • Polymorph

5th Level

  • Animate Objects

  • Awaken

  • Dominate Person

  • Dream

  • Geas

  • Greater Restoration

  • Hold Monster

  • Legend Lore

  • Mass Cure Wounds

  • Mislead

  • Modify Memory

  • Planar Binding

  • Raise Dead

  • Scrying

  • Seeming

  • Teleportation Circle

6th Level

  • Eyebite

  • Find the Path

  • Guards and Wards

  • Irresistible Dance

  • Mass Suggestion

  • Programmed Illusion

  • True Seeing

7th Level

  • Arcane Sword

  • Etherealness

  • Forcecage

  • Magnificent Mansion

  • Mirage Arcane

  • Project Image

  • Regenerate

  • Resurrection

  • Symbol

  • Teleport

8th Level

  • Dominate Monster

  • Feeblemind

  • Glibness

  • Mind Blank

  • Power Word Stun

9th Level

  • Foresight

  • Power Word Kill

  • True Polymorph

Cleric Spells

Cantrips (0 Level)

  • Guidance

  • Light

  • Mending

  • Resistance

  • Sacred Flame

  • Spare the Dying

  • Thaumaturgy

1st Level

  • Bane

  • Bless

  • Command

  • Create or Destroy Water

  • Cure Wounds

  • Detect Evil and Good

  • Detect Magic

  • Detect Poison and Disease

  • Guiding Bolt

  • Healing Word

  • Inflict Wounds

  • Protection from Evil and Good

  • Purify Food and Drink

  • Sanctuary

  • Shield of Faith

2nd Level

  • Aid

  • Augury

  • Blindness/Deafness

  • Calm Emotions

  • Continual Flame

  • Enhance Ability

  • Find Traps

  • Gentle Repose

  • Hold Person

  • Lesser Restoration

  • Locate Object

  • Prayer of Healing

  • Protection from Poison

  • Silence

  • Spiritual Weapon

  • Warding Bond

  • Zone of Truth

3rd Level

  • Animate Dead

  • Beacon of Hope

  • Bestow Curse

  • Clairvoyance

  • Create Food and Water

  • Daylight

  • Dispel Magic

  • Glyph of Warding

  • Magic Circle

  • Mass Healing Word

  • Meld into Stone

  • Protection from Energy

  • Remove Curse

  • Revivify

  • Sending

  • Speak with Dead

  • Spirit Guardians

  • Tongues

  • Water Walk

4th Level

  • Banishment

  • Control Water

  • Death Ward

  • Divination

  • Freedom of Movement

  • Guardian of Faith

  • Locate Creature

  • Stone Shape

5th Level

  • Commune

  • Contagion

  • Dispel Evil and Good

  • Flame Strike

  • Geas

  • Greater Restoration

  • Hallow

  • Insect Plague

  • Legend Lore

  • Mass Cure Wounds

  • Planar Binding

  • Raise Dead

  • Scrying

6th Level

  • Blade Barrier

  • Create Undead

  • Find the Path

  • Forbiddance

  • Harm

  • Heal

  • Heroes' Feast

  • Planar Ally

  • True Seeing

  • Word of Recall

7th Level

  • Conjure Celestial

  • Divine Word

  • Etherealness

  • Fire Storm

  • Plane Shift

  • Regenerate

  • Resurrection

  • Symbol

8th Level

  • Antimagic Field

  • Control Weather

  • Earthquake

  • Holy Aura

9th Level

  • Astral Projection

  • Gate

  • Mass Heal

  • True Resurrection

Druid Spells

Cantrips (0 Level)

  • Druidcraft

  • Guidance

  • Mending

  • Poison Spray

  • Produce Flame

  • Resistance

  • Shillelagh

1st Level

  • Animal Friendship

  • Charm Person

  • Create or Destroy Water

  • Cure Wounds

  • Detect Magic

  • Detect Poison and Disease

  • Entangle

  • Faerie Fire

  • Fog Cloud

  • Goodberry

  • Healing Word

  • Jump

  • Longstrider

  • Purify Food and Drink

  • Speak with Animals

  • Thunderwave

2nd Level

  • Animal Messenger

  • Barkskin

  • Darkvision

  • Enhance Ability

  • Find Traps

  • Flame Blade

  • Flaming Sphere

  • Gust of Wind

  • Heat Metal

  • Hold Person

  • Lesser Restoration

  • Locate Animals or Plants

  • Locate Object

  • Moonbeam

  • Pass without Trace

  • Protection from Poison

  • Spike Growth

3rd Level

  • Call Lightning

  • Conjure Animals

  • Daylight

  • Dispel Magic

  • Meld into Stone

  • Plant Growth

  • Protection from Energy

  • Sleet Storm

  • Speak with Plants

  • Water Breathing

  • Water Walk

  • Wind Wall

4th Level

  • Blight

  • Confusion

  • Conjure Minor Elementals

  • Conjure Woodland Beings

  • Control Water

  • Dominate Beast

  • Freedom of Movement

  • Giant Insect

  • Hallucinatory Terrain

  • Ice Storm

  • Locate Creature

  • Polymorph

  • Stone Shape

  • Stoneskin

  • Wall of Fire

5th Level

  • Antilife Shell

  • Awaken

  • Commune with Nature

  • Conjure Elemental

  • Contagion

  • Geas

  • Greater Restoration

  • Insect Plague

  • Mass Cure Wounds

  • Planar Binding

  • Reincarnate

  • Scrying

  • Tree Stride

  • Wall of Stone

6th Level

  • Conjure Fey

  • Find the Path

  • Heal

  • Heroes' Feast

  • Move Earth

  • Sunbeam

  • Transport via Plants

  • Wall of Thorns

  • Wind Walk

7th Level

  • Fire Storm

  • Mirage Arcane

  • Plane Shift

  • Regenerate

  • Reverse Gravity

8th Level

  • Animal Shapes

  • Antipathy/Sympathy

  • Control Weather

  • Earthquake

  • Feeblemind

  • Sunburst

9th Level

  • Foresight

  • Shapechange

  • Storm of Vengeance

  • True Resurrection

Paladin Spells

1st Level

  • Bless

  • Command

  • Cure Wounds

  • Detect Evil and Good

  • Detect Magic

  • Detect Poison and Disease

  • Divine Favor

  • Heroism

  • Protection from Evil and Good

  • Purify Food and Drink

  • Shield of Faith

2nd Level

  • Aid

  • Branding Smite

  • Find Steed

  • Lesser Restoration

  • Locate Object

  • Magic Weapon

  • Protection from Poison

  • Zone of Truth

3rd Level

  • Create Food and Water

  • Daylight

  • Dispel Magic

  • Magic Circle

  • Remove Curse

  • Revivify

4th Level

  • Banishment

  • Death Ward

  • Locate Creature

5th Level

  • Dispel Evil and Good

  • Geas

  • Raise Dead

Ranger Spells

1st Level

  • Alarm

  • Animal Friendship

  • Cure Wounds

  • Detect Magic

  • Detect Poison and Disease

  • Fog Cloud

  • Goodberry

  • Hunter's Mark

  • Jump

  • Longstrider

  • Speak with Animals

2nd Level

  • Animal Messenger

  • Barkskin

  • Darkvision

  • Find Traps

  • Lesser Restoration

  • Locate Animals or Plants

  • Locate Object

  • Pass without Trace

  • Protection from Poison

  • Silence

  • Spike Growth

3rd Level

  • Conjure Animals

  • Daylight

  • Nondetection

  • Plant Growth

  • Protection from Energy

  • Speak with Plants

  • Water Breathing

  • Water Walk

  • Wind Wall

4th Level

  • Conjure Woodland Beings

  • Freedom of Movement

  • Locate Creature

  • Stoneskin

5th Level

  • Commune with Nature

  • Tree Stride

Sorcerer Spells

Cantrips (0 Level)

  • Acid Splash

  • Chill Touch

  • Dancing Lights

  • Fire Bolt

  • Light

  • Mage Hand

  • Mending

  • Message

  • Minor Illusion

  • Poison Spray

  • Prestidigitation

  • Ray of Frost

  • Shocking Grasp

  • True Strike

1st Level

  • Burning Hands

  • Charm Person

  • Color Spray

  • Comprehend Languages

  • Detect Magic

  • Disguise Self

  • Expeditious Retreat

  • False Life

  • Feather Fall

  • Fog Cloud

  • Jump

  • Mage Armor

  • Magic Missile

  • Shield

  • Silent Image

  • Sleep

  • Thunderwave

2nd Level

  • Alter Self

  • Blindness/Deafness

  • Blur

  • Darkness

  • Darkvision

  • Detect Thoughts

  • Enhance Ability

  • Enlarge/Reduce

  • Gust of Wind

  • Hold Person

  • Invisibility

  • Knock

  • Levitate

  • Mirror Image

  • Misty Step

  • Scorching Ray

  • See Invisibility

  • Shatter

  • Spider Climb

  • Suggestion

  • Web

3rd Level

  • Blink

  • Clairvoyance

  • Counterspell

  • Daylight

  • Dispel Magic

  • Fear

  • Fireball

  • Fly

  • Gaseous Form

  • Haste

  • Hypnotic Pattern

  • Lightning Bolt

  • Major Image

  • Protection from Energy

  • Sleet Storm

  • Slow

  • Stinking Cloud

  • Tongues

  • Water Breathing

  • Water Walk

4th Level

  • Banishment

  • Blight

  • Confusion

  • Dimension Door

  • Dominate Beast

  • Greater Invisibility

  • Ice Storm

  • Polymorph

  • Stoneskin

  • Wall of Fire

5th Level

  • Animate Objects

  • Cloudkill

  • Cone of Cold

  • Creation

  • Dominate Person

  • Hold Monster

  • Insect Plague

  • Seeming

  • Telekinesis

  • Teleportation Circle

  • Wall of Stone

6th Level

  • Chain Lightning

  • Circle of Death

  • Disintegrate

  • Eyebite

  • Globe of Invulnerability

  • Mass Suggestion

  • Move Earth

  • Sunbeam

  • True Seeing

7th Level

  • Delayed Blast Fireball

  • Etherealness

  • Finger of Death

  • Fire Storm

  • Plane Shift

  • Prismatic Spray

  • Reverse Gravity

  • Teleport

8th Level

  • Dominate Monster

  • Earthquake

  • Incendiary Cloud

  • Power Word Stun

  • Sunburst

9th Level

  • Gate

  • Meteor Swarm

  • Power Word Kill

  • Time Stop

  • Wish

Warlock Spells

Cantrips (0 Level)

  • Chill Touch

  • Eldritch Blast

  • Mage Hand

  • Minor Illusion

  • Poison Spray

  • Prestidigitation

  • True Strike

1st Level

  • Charm Person

  • Comprehend Languages

  • Expeditious Retreat

  • Hellish Rebuke

  • Illusory Script

  • Protection from Evil and Good

  • Unseen Servant

2nd Level

  • Darkness

  • Enthrall

  • Hold Person

  • Invisibility

  • Mirror Image

  • Misty Step

  • Ray of Enfeeblement

  • Shatter

  • Spider Climb

  • Suggestion

3rd Level

  • Counterspell

  • Dispel Magic

  • Fear

  • Fly

  • Gaseous Form

  • Hypnotic Pattern

  • Magic Circle

  • Major Image

  • Remove Curse

  • Tongues

  • Vampiric Touch

4th Level

  • Banishment

  • Blight

  • Dimension Door

  • Hallucinatory Terrain

5th Level

  • Contact Other Plane

  • Dream

  • Hold Monster

  • Scrying

6th Level

  • Circle of Death

  • Conjure Fey

  • Create Undead

  • Eyebite

  • Flesh to Stone

  • Mass Suggestion

  • True Seeing

7th Level

  • Etherealness

  • Finger of Death

  • Forcecage

  • Plane Shift

8th Level

  • Demiplane

  • Dominate Monster

  • Feeblemind

  • Glibness

  • Power Word Stun

9th Level

  • Astral Projection

  • Foresight

  • Imprisonment

  • Power Word Kill

  • True Polymorph

Wizard Spells

Cantrips (0 Level)

  • Acid Splash

  • Chill Touch

  • Dancing Lights

  • Fire Bolt

  • Light

  • Mage Hand

  • Mending

  • Message

  • Minor Illusion

  • Poison Spray

  • Prestidigitation

  • Ray of Frost

  • Shocking Grasp

  • True Strike

1st Level

  • Alarm

  • Burning Hands

  • Charm Person

  • Color Spray

  • Comprehend Languages

  • Detect Magic

  • Disguise Self

  • Expeditious Retreat

  • False Life

  • Feather Fall

  • Find Familiar

  • Floating Disk

  • Fog Cloud

  • Grease

  • Hideous Laughter

  • Identify

  • Illusory Script

  • Jump

  • Longstrider

  • Mage Armor

  • Magic Missile

  • Protection from Evil and Good

  • Shield

  • Silent Image

  • Sleep

  • Thunderwave

  • Unseen Servant

2nd Level

  • Acid Arrow

  • Alter Self

  • Arcane Lock

  • Arcanist's Magic Aura

  • Blindness/Deafness

  • Blur

  • Continual Flame

  • Darkness

  • Darkvision

  • Detect Thoughts

  • Enlarge/Reduce

  • Flaming Sphere

  • Gentle Repose

  • Gust of Wind

  • Hold Person

  • Invisibility

  • Knock

  • Levitate

  • Locate Object

  • Magic Mouth

  • Magic Weapon

  • Mirror Image

  • Misty Step

  • Ray of Enfeeblement

  • Rope Trick

  • Scorching Ray

  • See Invisibility

  • Shatter

  • Spider Climb

  • Suggestion

  • Web

3rd Level

  • Animate Dead

  • Bestow Curse

  • Blink

  • Clairvoyance

  • Counterspell

  • Dispel Magic

  • Fear

  • Fireball

  • Fly

  • Gaseous Form

  • Glyph of Warding

  • Haste

  • Hypnotic Pattern

  • Lightning Bolt

  • Magic Circle

  • Major Image

  • Nondetection

  • Phantom Steed

  • Protection from Energy

  • Remove Curse

  • Sending

  • Sleet Storm

  • Slow

  • Stinking Cloud

  • Tiny Hut

  • Tongues

  • Vampiric Touch

  • Water Breathing

4th Level

  • Arcane Eye

  • Banishment

  • Black Tentacles

  • Blight

  • Confusion

  • Conjure Minor Elementals

  • Control Water

  • Dimension Door

  • Fabricate

  • Faithful Hound

  • Fire Shield

  • Greater Invisibility

  • Hallucinatory Terrain

  • Ice Storm

  • Locate Creature

  • Phantasmal Killer

  • Polymorph

  • Private Sanctum

  • Resilient Sphere

  • Secret Chest

  • Stone Shape

  • Stoneskin

  • Wall of Fire

5th Level

  • Animate Objects

  • Arcane Hand

  • Cloudkill

  • Cone of Cold

  • Conjure Elemental

  • Contact Other Plane

  • Creation

  • Dominate Person

  • Dream

  • Geas

  • Hold Monster

  • Legend Lore

  • Mislead

  • Modify Memory

  • Passwall

  • Planar Binding

  • Scrying

  • Seeming

  • Telekinesis

  • Telepathic Bond

  • Teleportation Circle

  • Wall of Force

  • Wall of Stone

6th Level

  • Chain Lightning

  • Circle of Death

  • Contingency

  • Create Undead

  • Disintegrate

  • Eyebite

  • Flesh to Stone

  • Freezing Sphere

  • Globe of Invulnerability

  • Guards and Wards

  • Instant Summons

  • Irresistible Dance

  • Magic Jar

  • Mass Suggestion

  • Move Earth

  • Programmed Illusion

  • Sunbeam

  • True Seeing

  • Wall of Ice

7th Level

  • Arcane Sword

  • Delayed Blast Fireball

  • Etherealness

  • Finger of Death

  • Forcecage

  • Magnificent Mansion

  • Mirage Arcane

  • Plane Shift

  • Prismatic Spray

  • Project Image

  • Reverse Gravity

  • Sequester

  • Simulacrum

  • Symbol

  • Teleport

8th Level

  • Antimagic Field

  • Antipathy/Sympathy

  • Clone

  • Control Weather

  • Demiplane

  • Dominate Monster

  • Feeblemind

  • Incendiary Cloud

  • Maze

  • Mind Blank

  • Power Word Stun

  • Sunburst

9th Level

  • Astral Projection

  • Foresight

  • Gate

  • Imprisonment

  • Meteor Swarm

  • Power Word Kill

  • Prismatic Wall

  • Shapechange

  • Time Stop

  • True Polymorph

  • Weird

  • Wish

Spells


16 of 27 in SRD 5.1

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